Contextual in-game messaging system

ABSTRACT

A method of enabling in-game contextual chatting is disclosed. A request for information about an online game currently being played by a first player and a second player is received. A previous online game that was previously played by the first player and the second player is determined. A chat transcript is generated that pertains to the online game in response to the request for the information, the chat transcript spanning from the online game currently being played by the first player and the second player to the previous online game that was previously played by the first player and the second player.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit under 35 U.S.C. §119 of U.S.Provisional Application No. 61/512,804. filed Jul. 28, 2011, entitled“COMBINING GAMES BASED ON LEVELS OF INTER ACTIVITY OF THE GAMES,” whichis incorporated herein by reference in its entirety.

BACKGROUND

In many games, there is a virtual world or some other imagined playingspace where a player/user of the game controls one or more playercharacters (herein “character,” “player character,” or “PC”). Playercharacters can be considered in-game representations of the controllingplayer. As used herein, the terms “player,” “user,” “entity,” and“friend” may refer to the in-game player character controlled by thatplayer, user, entity, or friend, unless context suggests otherwise. Thegame display can display a representation of the player character. Agame engine accepts inputs from the player, determines player characteractions, decides outcomes of events and presents the player with a gamedisplay illuminating what happened. In some games, there are multipleplayers, wherein each player controls one or more player characters.

In many computer games, there are various types of in-game assets (aka“rewards” or “loot”) that a player character can obtain within the game.For example, a player character may acquire game points, gold coins,experience points, character levels, character attributes, virtual cash,game keys, or other in-game items of value. In many computer games,there are also various types of in-game obstacles that a player mustovercome to advance within the game. In-game obstacles can includetasks, puzzles, opponents, levels, gates, actions, and so forth. In somegames, a goal of the game may be to acquire certain in-game assets,which can then be used to complete in-game tasks or to overcome certainin-game obstacles. For example, a player may be able to acquire avirtual key (i.e., the in game asset) that can then be used to open avirtual door (i.e., the in-game obstacle).

An electronic social networking system typically operates with one ormore social networking servers providing interaction between users suchthat a user can specify other users of the social networking system as“friends.” A collection of users and the “friend” connections betweenusers can form a social graph that can be traversed to find second,third and more remote connections between users, much like a graph ofnodes connected by edges can be traversed.

Many online computer games are operated on an online social network.Such a network allows both users and other parties to interact with thecomputer games directly, whether to play the games or to retrieve game-or user-related information. Internet users may maintain one or moreaccounts with various service providers, including, for example, onlinegame networking systems and online social networking systems. Onlinesystems can typically be accessed using browser clients (e.g., Firefox,Chrome, Internet Explorer).

In many computer games, there are various types of in-game actions thata player character can make within the game. For example, a playercharacter in an online role-playing game may be able to interact withother player characters, build a virtual house, attack enemies, go on aquest, go to a virtual store to buy/sell virtual items, and the like. Aplayer character in an online poker game may be able to play at specifictables, place bets of virtual currency for certain amounts, play or foldcertain hands, play in a online poker tournament, and so forth.

BRIEF DESCRIPTION OF THE DRAWINGS

Some embodiments are illustrated by way of example and not limitation inthe figures of the accompanying drawings in which:

FIG. 1 is a block diagram illustrating an example of a system forimplementing various disclosed embodiments;

FIG. 2 is a block diagram illustrating an example of a social networkwithin a social graph;

FIG. 3 is a block diagram illustrating example modules of a gamenetworking system;

FIG. 4 is a flowchart illustrating an example method of combining aprimary game with a secondary game based on a level of interactivity ofthe primary game and a level of interactivity of the secondary game;

FIG. 5 is a flowchart illustrating an example method of automaticallyperforming a calling action on behalf of a first player in response to araising action by a second player in order to automatically complete around of game without requiring the first player to perform anadditional betting action;

FIG. 6 is a flowchart illustrating an example method of automaticallyperfoming an action on behalf of a first player in response to an actionby a second player in order to automatically complete a round of game;

FIG. 7 is a flowchart illustrating an example method of enabling aplayer to play a modified form of a game in which all but one of aplurality of rounds of the game are skipped;

FIG. 5 is a flowchart illustrating an example method of revealing apartial result of an action performed by a first player before the finalresult of the action is known;

FIG. 9 is a flowchart illustrating an example method of revealingportions of a hand to a first player white the first player waits for asecond player to perform a second action in response to the first playerperforming a first action;

FIG. 10A is a screenshot illustrating an example embodiment of a userinterface for a lobby;

FIG. 10B is a screenshot illustrating an example embodiment of a userinterface for a lobby;

FIG. 10C is a screenshot illustrating an example embodiment of a userinterface for a challenge screen;

FIG. 11A is a screenshot illustrating an example embodiment of a userinterface for the game-initiation screen;

FIG. 11B is a screenshot illustrating an example embodiment of a userinterface for a game-initiation screen;

FIG. 12A is a screenshot illustrating an example embodiment of a userinterface for an action screen;

FIG. 12B is a screenshot illustrating an example embodiment of a userinterface for an action screen;

FIG. 12C is a screenshot illustrating an example embodiment of a userinterface for an action screen;

FIG. 13 is a screenshot illustrating an example embodiment of a userinterface for a friend-selection screen;

FIG. 14A is a screenshot illustrating an example embodiment of a userinterface of a challenge notification to a challengee;

FIG. 14B is a screenshot illustrating an example embodiment of userinterface for presenting a challenge notification list to a player;

FIG. 15A is a screenshot illustrating an example embodiment of a userinterface for challenge-accepting screen;

FIG. 15B is a screenshot illustrating an example embodiment of a userinterface for challenge-accepting screen;

FIG. 16A is a screenshot illustrating an example embodiment of a userinterface for an action screen;

FIG. 16B is a screenshot illustrating an example embodiment of a userinterface for a result screen;

FIG. 17A is a screenshot illustrating an example embodiment of a userinterface for a notification screen;

FIG. 17B is a screenshot illustrating an example embodiment of a userinterface for a notification message;

FIG. 18A is a screenshot illustrating an example embodiment of a userinterface for a game over screen;

FIG. 18B is a screenshot illustrating an example embodiment of a userinterface for a results screen;

FIG. 18C is a screenshot illustrating an example embodiment of a userinterface for a rematch screen;

FIG. 19A is a screenshot illustrating an example embodiment of a userinterface for an action screen;

FIG. 19B is a screenshot illustrating an example embodiment of a userinterface for a partial result screen;

FIG. 20A is a screenshot illustrating an example embodiment of a userinterface for a notification message;

FIG. 20B is a screenshot illustrating an example embodiment of a userinterface for a wall-to-wall posting publisher;

FIG. 21A is a block diagram illustrating an example menu interface inwhich a pop-up game-initiation screen appears;

FIG. 21B is a screenshot illustrating an example menu interface in whicha pop-up game-accepting screen appears (e.g., when a player selects amenu item corresponding to the 1-On-1 Poker game);

FIG. 21C is a screenshot illustrating an example menu interface in whicha pop-up action screen appears;

FIG. 21D is a screenshot illustrating an example menu interface in whicha pop-up action screen appears;

FIG. 21E is a screenshot illustrating an example menu interface in whicha pop-up result screen appears;

FIG. 21F is a screenshot illustrating an example menu interface in whicha pop-up game over screen appears;

FIG. 22A is a screenshot illustrating an example news feed item;

FIG. 22B is a screenshot illustrating an example news feed item;

FIG. 23 is a screenshot illustrating an example embodiment of a userinterface for an unlock screen;

FIG. 24 is a screenshot illustrating an example embodiment of a userinterface for a slot tournament game;

FIG. 25 is a screenshot illustrating an example embodiment of a userinterface for a blackjack challenge game;

FIG. 26 is a screenshot illustrating an example embodiment of a userinterface for a Pai Gow poker game;

FIG. 27 is a flowchart of an example embodiment of a method ofimplementing an in-game cross-session chat between players;

FIG. 28 is a block diagram illustrating an example data flow between thecomponents of system;

FIG. 29 is a Hock diagram illustrating an example network environment,in which various example embodiments may operate; and

FIG. 30 is a block diagram illustrating an example computing systemarchitecture, which may be used to implement a server or a clientsystem. In one embodiment, hardware system comprises a processor, acache memory, and one or more executable modules and drivers, stored ona tangible computer readable medium, directed to the functions describedherein.

DETAILED DESCRIPTION

In the following description, for purposes of explanation, numerousspecific details are set forth in order to provide an understanding ofvarious embodiments of the present subject matter. It will be evident,however, to those skilled in the art that various embodiments may bepracticed without these specific details.

In various embodiments, methods and systems of enabling in-gamecontextual chatting are disclosed. A request for information about anonline game currently being played by a first player and a second playeris received. A previous online game that was previously played by thefirst player and the second player is determined. A chat transcript isgenerated that pertains to the online game in response to the requestfor the information, the chat transcript spanning from the online gamecurrently being played by the first player and the second player to the(previous online game that was previously played by the first player andthe second player.

In various embodiments, the chat transcript may include a header thatprovides a context of messages included in the chat transcript after theheader. For example, the header may include information pertaining to astage of the game during which messages following the header wereentered. For a card game, such information may include a hand number ofthe card game. For a game in which a blind is posted, the informationmay include an amount of the blind. Furthermore, the chat transcript maybe configured to include messages entered automatically on behalf of theplayer to reflect actions of the player and messages entered manually bythe player.

FIG. 1 is a block diagram illustrating an example of a system 100 forimplementing various disclosed embodiments. In particular embodiments,system 100 comprises player 101, social networking system 120 a, gamenetworking system 120 b, client system 130, and network 160. Thecomponents of system 100 can be connected to each other in any suitableconfiguration, using any suitable type of connection. The components maybe connected directly or over a network 160, which may be any suitablenetwork. For example, one or more portions of network 160 may be an adhoc network, an intranet, extranet, a virtual private network (VPN), alocal area network (LAN), a wireless LAN (WLAN), a wide area network(WAN), a wireless WAN (WWAN), metropolitan area network (MAN), a portionof the Internet, a portion of the Public Switched Telephone Network(PSTN), a cellular telephone network, another type of network, or acombination of two or more such networks.

Social networking system 120 a is a network-addressable computing systemthat can host one or more social graphs. Social networking system 120 acan generate, store, receive, and transmit social networking data.Social networking system 120 a can be accessed by the other componentsof system 100 either directly or via network 160. Game networking system120 b is a network-addressable computing system that can host one ormore online games. Game networking system 120 b can generate, store,receive, and transmit game-related data, such as, for example, gameaccount data, game input, game state data, and game displays. Gamenetworking system 120 b can be accessed by the other components ofsystem 100 either directly or via network 160. Player 101 may use clientsystem 130 to access, send data to, and receive data from socialnetworking system 120 a and game networking system 120 b. Client system130 can access social networking system 120 a or game networking system120 b directly, via network 160, or via a third-party system. As anexample and not by way of limitation, client system 130 may access gamenetworking system 120 b via social networking system 120 a. Clientsystem 130 can be any suitable computing device, such as a personalcomputer, laptop, cellular phone, smart phone, computing tablet, and thelike. networking systems 120 a, game networking systems 120 b, clientsystems 130, and networks 160, this disclosure contemplates any suitablenumber of players 101, social networking systems 120 a, game networkingsystems 120 b, client systems 130, and networks 160. As an example andnot by way of limitation, system 100 may include one or more gamenetworking systems 120 b and no social networking systems 120 a. Asanother example and not by way of limitation, system 100 may include asystem that comprises both social networking system 120 a and gamenetworking system 120 b. Moreover, although FIG. 1 illustrates aparticular arrangement of player 101, social networking system 120 a,game networking system 120 b, client system 130, and network 160, thisdisclosure contemplates any suitable arrangement of player 101, socialnetworking system 120 a, game networking system 120 b, client system130, and network 160.

The components of system 100 may be connected to each other using anysuitable connections 110. For example, suitable connections 110 includewireline (such as, for example, Digital Subscriber Line (DSL) or DataOver Cable Service Interface Specification (DOCSIS)), wireless (such as,for example, Wi-Fi or Worldwide Interoperability for Microwave Access(WiMAX)) or optical (such as, for example, Synchronous Optical Network(SONET) or Synchronous Digital Hierarchy (SDH)) connections. Inparticular embodiments, one or more connections 110 each include one ormore of an ad hoc network, an intranet, an extranet, VPN, a LAN, a WLAN,a WAN, a WWAN, a MAN, a portion of the Internet, a portion of the PSTN,a cellular telephone network, or another type of connection, or acombination of two or more such connections, Connections 110 need notnecessarily be the same throughout system 100. One or more firstconnections 110 may differ in one or more respects from one or moresecond connections 110. Although FIG. 1 illustrates particularconnections between player 101, social networking system 120 a, gamenetworking system 120 b, client system 130, and network 160, thisdisclosure contemplates any suitable connections between player 101,social networking system 120 a, game networking system 120 b, clientsystem 130, and network 160. As an example and not by way of limitation,in particular embodiments, client system 130 may have a directconnection to social networking system 120 a. or game networking system120 b, thereby bypassing network 160.

Online Games and Game Systems Game Networking Systems

In an online, computer game, a game engine manages the game state of thegame. Game state comprises all game play parameters, including playercharacter state, non-player character (NPC) state, in-game object state,game world state (e.g., internal game clocks, game environment), andother game play parameters. Each player 101 controls one or more playercharacters (PCs). The game engine controls all other aspects of thegame, including NPCs and in-game objects, The game engine also managesgame state, including player character state for currently active(online) and inactive (offline) players.

An online game can be hosted by game networking system 120 b, which canbe accessed using any suitable connection with a suitable client system130. A player may have a game account on game networking system 120 b,wherein the game account can contain a variety of information associatedwith the player (e.g., the player's personal information, financialinformation, purchase history, player character state, game state,etc.). In some embodiments, a player may play multiple games on gamenetworking system 120 b, which may maintain a single game account forthe player with respect to all the games, or multiple individual gameaccounts for each game with respect to the player. In some embodiments,game networking system 120 b can assign a unique identifier to eachplayer 101 of an online game hosted on game networking system 120 b.Game networking system 120 b can determine that a player 101 isaccessing the online game by reading the user's cookies, which may beappended to Hypertext Transfer Protocol (HTTP) requests transmitted byclient system 130, and/or by the player 101 logging onto the onlinegame.

In particular embodiments, player 101 may access an online game andcontrol the game's progress via client system 130 (e.g., by inputtingcommands to the game at the client device). Client system 130 candisplay the game interface, receive inputs from player 101, transmituser inputs or other events to the game engine, and receive instructionsfrom the game engine. The game engine can be executed on any suitablesystem (such as, for example, client system 130, social networkingsystem 120 a, or game networking system 120 b). As an example and not byway of limitation, client system 130 can download client components ofan online game, which are executed locally, while a remote game server,such as game networking system 120 b, provides backend support for theclient components and. may be responsible for maintaining applicationdata. of the game, processing the inputs from the player, updatingand/or synchronizing the game state based on the game logic and eachinput from the player, and transmitting, instructions to client system130. As another example and not by way of limitation, each time player101 provides an input to the game through the client system 130 (suchas, for example, by typing on the keyboard or clicking the mouse ofclient system 130), the client components of the game may transmit theplayer's input to game networking system 120 b.

Game Systems, Social Networks, and Social Graphs

In an online multiplayer game, players may control player characters(PCs) and a game engine controls non-player characters (NPCs) and gamefeatures. The game engine also manages player character state and gamestate and tracks the state for currently active (i.e., online) playersand currently inactive offline) players. A player character can have aset of attributes and a set of friends associated with the playercharacter, As used herein, the term “player character state” can referto any in-game characteristic of a player character, such as location,assets, levels, condition, health, status, inventory, skill set, name,orientation, affiliation, specialty, and so on. Player characters may bedisplayed as graphical avatars within a user interface of the game. Inother implementations, no avatar or other graphical representation ofthe player character is displayed. Game state encompasses the notion ofplayer character state and refers to any parameter value thatcharacterizes the state of an in-game element, such as a non-playercharacter, a virtual object (such as a watt or castle), and so forth.The game engine may use player character state to determine the outcomeof game events, sometimes also considering set or random variables.Generally, a player character's probability of having a more favorableoutcome is greater when the player character has a better state. Forexample, a healthier player character is less likely to die in aparticular encounter relative to a weaker player character or non-playercharacter. In some embodiments, the game engine can assign a uniqueclient identifier to each player.

In particular embodiments, player 101 may access particular gameinstances of an online game. A game instance is a copy of a specificgame play area that is created during runtime. In particularembodiments, a game instance is a discrete game play area where one ormore players 101 can interact in synchronous or asynchronous play. Agame instance may be, for example, a level, zone, area, region,location, virtual space, or other suitable play area. A game instancemay be populated by one or more in-game objects. Each object may bedefined within the game instance by one or more variables, such as, forexample, position, height, width, depth, direction, time, duration,speed, color, and other suitable variables. A game instance may beexclusive (i.e., accessible by specific players) or non-exclusive (i.e.,accessible by any player). In particular embodiments, a game instance ispopulated by one or more player characters controlled by one or moreplayers 101 and one or more in-game objects controlled by the gameengine. When accessing an online game, the game engine may allow player101 to select a particular game instance to play from a plurality ofgame instances. Alternatively, the game engine may automatically selectthe game instance that player 101 will access. In particularembodiments, an online game comprises only one game instance that allplayers 101 of the online game can access.

In particular embodiments, a specific game instance may be associatedwith one or more specific players. A game instance is associated with aspecific player when one or more game parameters of the game instanceare associated with the specific player. As an example and not by way oflimitation, a game instance associated with a first player may be named“First Player's Play Area.” This game instance may be populated with thefirst player's PC and one or more in-game objects associated with thefirst player. In particular embodiments, a game instance associated witha specific player may only be accessible by that specific player. As anexample and not by way of limitation, a first player may access a firstgame instance when playing an online game, and this first game instancemay be inaccessible to all other players. In other embodiments, a gameinstance associated with a specific player may be accessible by one ormore other players, either synchronously or asynchronously with thespecific player's game play. As an example and not by way of limitation,u first player may be associated with a first game instance, but thefirst game instance may be accessed by all first-degree friends in thefirst player's social network. In particular embodiments, the gameengine may create a specific game instance for a specific player whenthat player accesses the game. As an example and not by way oflimitation, the game engine may create a first game instance when afirst player initially accesses an online game, and that same gameinstance may be loaded each time the first player accesses the game. Asanother example and not by way of limitation, the game engine may createa new game instance each time a first player accesses an online game,wherein each game instance may be created randomly or selected from aset of predetermined game instances. In particular embodiments, the setof in-game actions available to a specific player may be different in agame instance that is associated with that player compared to a gameinstance that is not associated with that player. The set of in-gameactions available to a specific player in a game instance associatedwith that player may be a subset, superset, or independent of the set ofin-game actions available to that player in a game instance that is notassociated with him. As an example and not by way of limitation, a firstplayer may be associated with Blackacre Farm in an online farming game.The first player may be able to plant crops on Blackacre Farm. If thefirst player accesses a game instance associated with another player,such as Whiteacre Farm, the game engine may not allow the first playerto plant crops in that game instance. However, other in-game actions maybe available to the first player, such as watering or fertilizing cropson Whiteacre Farm.

In particular embodiments, a game engine can interface with a socialgraph. Social graphs are models of connections between entities (e.g.,individuals, users, contacts, friends, players, player characters,non-player characters, businesses, groups, associations, concepts,etc.). These entities are considered “users” of the social graph; assuch, the terms “entity” and “user” may be used interchangeably whenreferring to social graphs herein. A social graph can have a node foreach entity and edges to represent relationships between entities. Anode in a social graph can represent any entity. In particularembodiments, a unique client identifier can be assigned to each user inthe social graph. This disclosure assumes that at least one entity of asocial graph is a player or player character in an online multiplayergame, though this disclosure contemplates any suitable social graphusers. character to another user is considered the degree of separationbetween them. For example, where the player and the user are directlyconnected (one edge), they are deemed to be separated by one degree ofseparation. The user would be a so-called “first-degree friend” of theplayer. Where the player and the user are connected through one otheruser (two edges), they are deemed to be separated by two degrees ofseparation. This user would be a so-called “second-degree friend” of theplayer, Where the player and the user are connected through N edges (orN-1 other users), they are deemed to be separated by N degrees ofseparation, This user would be a so-called “Nth-degree friend.” As usedherein, the term “friend” means only first-degree friends, unlesscontext suggests otherwise.

Within the social graph, each player (or player character) has a socialnetwork. A player's social network includes all users in the socialgraph within Nmax degrees of the player, where Nmax is the maximumdegree of separation allowed by the system managing the social graph(such as, for example, social networking system 120 a or game networkingsystem 120 b). In one embodiment, Nmax equals 1, such that the player'ssocial network includes only first-degree friends. In anotherembodiment, Nmax is unlimited and the player's social network iscoextensive with the social graph.

In particular embodiments, the social graph is managed by gamenetworking system 120 b, which is managed by the game operator. In otherembodiments, the social graph is part of a social networking system 120a managed by a third-party (e.g., Facebook, Friendster, Myspace). In yetother embodiments, player 101 has a social network on both gamenetworking system 120 b and social networking system 120 a, whereinplayer 101 can have a social network on the game networking system 120 bthat is a subset, superset, or independent of the player's socialnetwork on social networking system 120 a. In such combined systems,game network system 120 b can maintain social graph information withedge type attributes that indicate whether a given friend is an “in-gamefriend,” an “out-of-game friend,” or both. The various embodimentsdisclosed herein are operable when the social graph is managed by socialnetworking system 120 a, game networking system 120 b, or both.

FIG. 2 is a block diagram illustrating an example of a social network200 within a social graph. As shown, Player 201 can be associated,connected or linked to various other users, or “friends,” within theout-of-game social network 250. These associations, connections or linkscan track relationships between users within the out-of-game socialnetwork 250 and are commonly referred to as online “friends” or“friendships” between users. Each friend or friendship in a particularuser's social network within a social graph is commonly referred to as a“node.” For purposes of illustration and not by way of limitation, thedetails of out-of-game social network 250 will be described in relationto Player 201. As used herein, the terms “player” and “user” can be usedinterchangeably and can refer to any user or character in an onlinemultiuser game system or social networking system. As used herein, theterm “friend” can mean any node within a player's social network.

As shown in FIG. 2, Player 201 has direct connections with severalfriends. When Player 201 has a direct connection with anotherindividual, that connection is referred to as a first-degree friend. Inout-of-game social network 250, Player 201 has two first-degree friends.That is, Player 201 is directly connected to Friend 1 ₁ 211 and Friend 2₁ 221. In a social graph, it is possible for individuals to be connectedto other individuals through their first-degree friends (i.e., friendsof friends). As described above, each edge required to connect a playerto another user is considered the degree of separation. For example,FIG. 2 shows that Player 201 has three second-degree friends to whom heis connected via his connection to his first-degree friends.Second-degree Friend 1 ₂ 212 and Friend 2 ₂ 222 are connected to Player201 via his first-degree Friend 1 ₁ 211. The limit on the depth offriend connections, or the number of degrees of separation forassociations, that Player 201 is allowed is typically dictated by therestrictions and policies implemented by social networking system 120 a.

In various embodiments, Player 201 can have Nth-degree friends connectedto him through a chain of intermediary degree friends as indicated inFIG, 2. For example, Nth-degree Friend 1 _(N) 219 is connected to Player201 via second-degree Friend 3 ₂ 232 and one or more other higher-degreefriends. Various embodiments may utilize the distinction between thevarious degrees of friendship relative to Player 201.

In particular embodiments, a player (or player character) can have asocial graph within an online multiplayer game that is maintained by thegame engine and another social graph maintained by a separate socialnetworking system. FIG. 2 depicts an example of in-game social network260 and out-of-game social network 250. In this example, Player 201 hasout-of-game connections 255 to a plurality of friends, formingout-of-game social network 250. Here, Friend 1 ₁ 211 and Friend 2 ₁ 221are first-degree friends with Player 201 in his out-of-game socialnetwork 250. Player 201 also has in-game connections 265 to a pluralityof players, forming in-game social network 260. Here, Friend 2 ₁ 221,Friend 3 ₁ 231, and Friend 4 ₁ 241 are first-degree friends with Player201 in his in-game social network 260, and friend 4 ₂ 242 is asecond-degree friend with Player 201 in his in-game social network 260.In some embodiments, it is possible for a friend to be in both theout-of-game social network 250 and the in-game social network 260. Here,Friend 2 ₁ 221 has both an out-of-game connection 255 and an in-gameconnection 265 with Player 201, such that Friend 2 ₁ 221 is in bothPlayer 201's in-game social network 260 and Player 201′s out-of-gamesocial network 250.

As with other social networks, Player 201 can have second-degree andhigher-degree friends in both his in-game and out-of-game socialnetworks. In sonic embodiments, it is possible for Player 201 to have afriend connected to him both in his in-game and out-of-game socialnetworks, wherein the friend is at different degrees of separation ineach network. For example, if Friend 2 ₂ 222 had a direct in-gameconnection with Player 201, Friend 2 ₂ 222 would be a second-degreefriend in Player 201's out-of-game social network, but a first-degreefriend in Player 201's in-game social network. In particularembodiments, a game engine can access an in-game social network 260,out-of-game social network 250, or both.

In particular embodiments, the connections in a player's in-game socialnetwork can be formed both explicitly (e.g., users must “friend” eachother) and implicitly (e.g., system observes user behaviors and“friends” users to each other). Unless otherwise indicated, reference toa friend connection between two or more players can be interpreted tocover both explicit and implicit connections, using one or more socialgraphs and other factors to infer friend connections. The friendconnections can be unidirectional or bidirectional. It is also not alimitation of this description that two players who are deemed “friends”for the purposes of this disclosure are not friends in real life (i.e.,in disintermediated interactions or the like), but that could be thecase.

Game Systems

A game event may be an outcome of an engagement, a provision of access,rights and/or benefits, or the obtaining of some assets (e.g., health,money, strength, inventory, land, etc.). A game engine determines theoutcome of a game event according to a variety of factors, such as thegame rules, a player character's in-game actions, player characterstate, game state, interactions of other player characters, and randomcalculations. Engagements can include simple tasks (e.g., plant a crop,clean a stove), complex tasks (e.g., build a farm or business, run acafe), or other events.

An online game can be hosted by a game networking system 2820 b, whichcan be accessed over any suitable network with an appropriate clientsystem 2830. A player may have a game system account on game networkingsystem 2820 b, wherein the game system account can contain a variety ofinformation about the player (e.g., the player's personal information,player character state, game state, etc.). In various embodiments, anonline game can be embedded into a third-party website. The game can behosted by the networking system of the third-party website, or it can behosted on game networking system 2820 b and merely accessed via thethird-party website. The embedded online game can be hosted solely on aserver of game networking system 2820 b or using a third-party vendorserver. In addition, any combination of the functions of the presentdisclosure can be hosted on or provided from any number of distributednetwork resources. For example, one or more executable code objects thatimplement all or a portion of the game can be downloaded to a clientsystem for execution.

Virtual Currency

In various embodiments, players within the game can acquire virtualcurrency. such games, the virtual currency might be represented byvirtual coins, virtual cash, or by a number or value stored b r theserver for that player's benefit. Such virtual currency represents unitsof value for use in the online game system, and is analogous to legalcurrency. Virtual currency can be purchased in one or more actual cashor credit transactions by a player, where the legal currency istransferred using a credit/debit/charge card transaction conveyed over afinancial network. In some embodiments, a player may earn virtualcurrency by taking action in the game. For example, a player may berewarded with one or more units of virtual currency after completing atask, quest, challenge, or mission within the game. For example, afarming game might reward 10 gold coins each time a virtual crop isharvested.

In some embodiments, virtual currency can be used to purchase one ormore in-game assets or other benefits. For example, a player may be ableto exchange virtual currency for a desired level, access, right, or itemin an online game. In one embodiment, legal currency can be used todirectly purchase an in-game asset or other benefit. The player canselect the desired in-game asset or other benefit. Once appropriateselections are made, the player can place the order to purchase thein-game asset or other benefit. This order is received by the gamenetworking system 2820 b, which can then process the order. If the orderis processed successfully, an appropriate financial account associatedwith the player can be debited by the amount of virtual currency orlegal currency needed to buy the selected in-game asset or otherbenefit.

In some embodiments, multiple types of virtual currency may be availablefor purchase from the game system operator. For example, an online gamemay have virtual gold coins and virtual cash. The different types ofvirtual currency may have different exchange rates with respect to legalcurrency and each other. For example, a player may be able to exchange$1 in legal currency for either 100 virtual gold coins or $2 in virtualcash, but virtual gold coins may not be exchanged for virtual cash.Similarly, where in-game assets and other benefits can be purchased withvirtual currency, they may have different exchange rates with respect tothe different types of virtual currency. For example, a player may beable to buy a virtual business object for $10 in virtual cash, but maynot purchase the virtual business object for virtual gold coins alone.In some embodiments, certain types of virtual currency can be acquiredby engaging in various in-game actions while other types of virtualcurrency can only be acquired by exchanging legal currency. For example,a player may be able to acquire virtual gold coins by selling virtualgoods in a business, but can only acquire virtual cash by exchanginglegal currency. In some implementations, virtual cash may also beawarded for leveling up in the game.

Game Interactivity

Games may have various levels of interactivity. The level ofinteractivity of a game may be based on various factors, such as howmany actions a player typically performs over a particular time periodwhile playing the game or a portion of the game, Depending on the numberof actions that the player performs and the length of the particulartime period, a player may have a certain amount or percentage of idle ordowntime while playing a game or downtime may be time during the game inwhich a player is passively engaged in the game (e.g., watching otherplayers perform actions in the game) or otherwise not activelyperforming actions with respect to the game.

For example, while playing a multiplayer “live” online card game, aplayer may have downtime from the moment he folds the cards he is dealtat the beginning of a hand until the moment he is dealt new cards at thebeginning of a new hand. For example, in a Texas Hold'Em game, afterfolding his cards, a player may be idle (or merely passively engaged) ina hand until other players who are still actively involved in the handplay the hand to completion and new cards for a new hand have been dealtto the player.

Games may have various types of levels of interactivity. For example, agame may have a level of social interactivity that relates to the numberof actions a player typically performs over a particular time periodthat involve a social interaction. Examples of actions that may pertainto the level of social interactivity of the game may include placingabet or raising abet in a Texas Hold'Em game (which is an action by theplayer that is directed toward other players that requires a response bythe other players) or calling a bet or raising a bet in Texas Hold'Emgame (which is an action by the player in response to an action byanother player that is directed to the player and other players).Additional examples of actions that may pertain to the level of socialinteractivity of the game may include sending or receiving of messagespertaining to the game. For example, a game that involves postingmessages pertaining to the game on the social networking system 120 a ona Facebook profile of a player of the game) may have a higher level ofsocial interactivity than a game that merely sends private messagesbetween players based on, for example, a number of people who may beexposed to the messages pertaining to the game.

As another example, a game may have a level of game interactivity thatrelates to the number of actions a player typically performs over aparticular time period in order to play the game. Examples of actionsthat may pertain to the level of game interactivity of the game mayinclude actions relating to providing an input to the game (e.g., via aninput device, such as a mouse or keyboard).

The various types of levels of interactivity may be independent of oneanother. For example, a game may have a high level of game interactivityand a low level of social interactivity or vice versa.

Additionally, a level of interactivity of a game may depend on the timeperiod over which the actions pertaining to the level of interactivityof the game are performed. For example, a Texas Hold'Em game that givesa player 30 seconds to perform each action pertaining to the game mayhave a higher level of interactivity than a Texas Hold'Em game thatgives the player three days to perform each action.

Depending on a level of interactivity of a game, a player of the gamemay have idle or downtime during portions of the game. During this idletime the player may choose to do other things, such as check email, senda text message, browse the web, or even step away from a client devicethat the player is using to play the game. However, if presented with anopportunity or an incentive to play an additional or supplemental game,the player may choose to play the additional game instead of doing otherthings.

Keeping the player active as active as possible on the game networkingsystem 120 b may not only keep the player more entertained while theyare playing the game (or the supplemental game) on the game networkingsystem, but also increase the activity levels of the players withrespect to the game networking system 120 b. This increase in theactivity levels of the players may, in turn, lead, at least indirectly,to an increase of revenues of an entity that operates the gamenetworking system 120 b. For example, the entity operating the gamenetworking system 120 b may be able to collect more money fromadvertisers on the game networking system 120 b based on the activitylevels of the users of the game networking system 120 b being higher.

FIG. 3 is a block diagram illustrating example modules of the gamenetworking system 120 b. The game networking system 120 b includes anintegrating module 302 configured to integrate games into the gamenetworking system 120 b. The integrating module 302 may include a gamecombining module 302 configured to select or combine games based ontheir levels of interactivity, a game generating module 304 configuredto generate or configure games based on desired levels ofinteractivity), a 1-On-1 Poker module 306 to enable players to play amodified form of a Texas Hold'Em game, a slots module 308 configured toenable players to play a slots tournament (e.g., as a secondary game), ablackjack module 310 configured to enable players to play a blackjackchallenge game (e.g., as a secondary game), a Pai Gow module 312configured to enable players to play a Pai Gow game (e.g., as asecondary game), and a messaging module 314 configured to enable playersto participate in a chat or messaging thread that spans multiple roundsor sessions of a game.

Game Combining Module

The game combining module 302 may detect that a player has idle timewithin a primary game. In response to this detection of idle time, thegame combining module 302 may present an opportunity or an incentive(e.g., points or chips in the primary game or virtual currency) for theplayer to play a secondary (or supplemental or side) game. The gamecombining module 302 may select the secondary game based on a level ofinteractivity of the secondary game relative to the primary game. Forexample, if the primary game is a “live” muitiplayer online card game,such as Texas Hold'Em, the game combining module 302 may select thesecondary game based on the secondary game having a lower level ofinteractivity, such that the player can play the secondary game when heis idle in the primary game (e.g., in the time period between when theplayer folds his cards in a hand of the Texas Hold'Em game and receiveshis next cards in a next hand of the Texas Hold'Em game).

Additionally, the game combining module 302 may select the secondarygame based on a relationship (e.g., a thematic relationship) between theprimary game and the secondary game. For example, if the primary game isa card game, the game combining module 302 may select the secondary game(e.g., Pai Gow Poker) based on the secondary game also being a card game(e.g., Texas Hold'Em). Or, if the primary game is a casino game, thegame combining module 302 may select the secondary game (e.g., aBlackjack tournament) based on the secondary game being a casino game aslots tournament).

The game combining module 302 may select the secondary game based oninformation about the user (e.g., information collected by the gamenetworking system pertaining to actions of the player within the gamenetworking system or information extracted by the game networking systemfrom a profile of the player maintained by the player on a socialnetworking site). For example, the game combining module 302 may selecta secondary game that is a card game based on information that the gamenetworking system extracted from the player's Facebook profilepertaining to the interests (or “likes”) of the player.

In various embodiments, the game combining module 302 may present theplayer of the primary game with an opportunity to play a secondary gamevia a user interface that is integrated with the user interface for theprimary game. in this way, the game combining module 302 may make theopportunity to play the secondary game more attractive to or convenientfor the player of the primary game. For example, upon detecting that theplayer has folded his cards in a live multiplayer Texas Hold'Em game,the game combining module 302 may launch a lobby for a different game(e.g., the poker game described below) that is integrated into the userinterface of the Texas Hold can game.

The integration of the user interface of the secondary game into theuser interface of the primary game may include adding an icon to anavigation area of the user interface for the primary game that enablesthe user to launch the lobby for the secondary game. Additionally, theintegration of the user interface of the secondary game into the userinterface of the primary game may include automatically closing orinactivating the lobby for the secondary game when idle time for theplayer ends with respect to the primary game (e.g., when it is theplayer's turn to act in a card game).

In various other embodiments, the user interface of the secondary gamemay be presented independently of the primary game.

The secondary game may be a modified form of a game in which the levelof interactivity of the modified form of the game has been reduced incomparison to a standard form of the game. For example, the secondarygame may be a modified form of a game generated by a game generatingmodule 304 (described below). The standard form of the game may be thestandard form of the game as described in books on rules or strategy,such as books written by Edmond Hoyle.

Game Generating Module

The game generating module 304 may generate or configure modified formsof games for playing as primary or secondary games via the gamenetworking system 120 b. For example, the game generating module 304 maygenerate a modified form of a card game that has a level ofinteractivity that is compatible with a level of interactivity of aprimary game, such that the level of interactivity of the modified formof the card game is compatible with the level of interactivity of theprimary game. In various embodiments, the game generating module 304 maydetermine an appropriate level of interactivity of the secondary gamebased on a fit between time periods during which a player typically hasidle time while playing the primary game and time periods during which aplayer typically has idle time while playing the secondary game. Forexample, the game generating module 304 may determine that anappropriate level of interactivity of the secondary game includesensuring that the player can remain idle with respect to the secondarygame white being active with respect to the primary game or vice versa.

To generate a modified form of a game, the game generating module 304may start with a standard form of a game and change various aspects ofthe standard form of the game to create a modified game that has ahigher or lower level of interactivity in comparison to the standardform of the game. For example, the game generating module 304 may createa modified form of a game that includes fewer rounds than a standardform of the game. Or the game generating module 304 may create amodified form of a game in which various actions are automaticallyperformed on behalf of a player of the game under certain circumstances.Or the game generating module 304 may create a modified form of a gamethat includes few players (e.g., a heads up or 1-on-1 style game insteadof a multi-player game of three or more players). Or the game generatingmodule 304 may create a modified form of a game that includes a longertime period for a player to perform an action (e.g., three days insteadof 30 seconds).

In this way, the game generating module 304 may create a modified formof a game that can be played relatively asynchronously (e.g., when oneor more players of the game are offline) in comparison to the standardform of the game. One skilled in the art would understand that the gamegenerating module 304 may create a modified form of a game that includesany combination of changes to a standard form of the game, such as thechanges described above (e.g., to create a modified form of the gamethat has a level of interactivity that makes the modified form of thegame compatible with a primary game for playing as a secondary game ofthe primary game). The messaging module 314 may enable a player tocommunicate (e.g., chat) with his opponents between rounds or sessionsof games of the same type (e.g., between rematches of a 1-On-1 Pokergame). For example, the messaging module 314 may present a chat userinterface in one of the screens of a game, as described below anddepicted with respect to FIGS. 12A-12C, 15C, 16A-16B, 17A, 18A-18C, and19A-19B. In the chat user interface, the messaging module 314 maypresent a chat transcript to a player of the game that includes messagesautomatically entered on behalf of the players that correspond toactions each player performed within a game. The chat transcript mayalso include messages manually entered by the players during the courseof the game. Messages automatically entered may have a differentformatting than messages manually entered (e.g., different types ofmessages may be presented in different text colors). The chat transcriptmay be separated based on rounds of the game that have been completed orbased on games that have been completed. Additionally, the chattranscript may be filtered to include only chats between the playersthat pertain to a particular type of game. As an example, a chattranscript for the 1-0n-1 Poker game described below may include chatmessages entered by the players (or on behalf of the players) thatcorrespond to the 1-On-1 Poker game that the players are currentlyplaying as well as 1-On-1 Poker games that the players have played inthe past, but not chat messages pertaining to other games that theplayers are currently playing or have played in the past.

In addition to asynchronous chat messaging, the messaging module 314 maybe configured to handle other forms of communications between players,including short-message-service (SMS) messaging, real-time (instant)messaging, email messaging pop-up (or push) notification messaging, andso on.

FIG. 4 is a flowchart illustrating an example method 400 of combining aprimary game with a secondary game based on a level of interactivity ofthe primary game and a level of interactivity of the secondary game. Atoperation 402, the game combining module 302 identifies that a playerhas idle time with respect to a primary game. The primary game has afirst level of interactivity. For example, if the primary game is a liveonline multiplayer poker game a Texas Hold'Em tournament or ring gamebeing played by multiple users within a Zynga Poker, PokerStars,PartyPoker, or Full Tilt Poker client), the primary game may have a highlevel of interactivity relative to other games. Nevertheless, the playermay have idle time during the game, such as during the time period afterthe player folds his cards and before the player receives new cards fromthe dealer. The game combining module 302 may calculate the player'saverage amount of idle time based on a monitoring of the player's pastactions with respect to the primary game. The game combining module 302may use the player's average amount of idle time to estimate theplayer's expected amount of idle time.

At operation 404, the game combining module 302 selects a secondary gamebased on a level of interactivity of the secondary game being compatiblewith the level of interactivity of the primary game. For example, thegame combining module 302 may select the secondary game based on thesecondary game having a level of interactivity that enables the playerof the primary game to play the secondary game white he has a calculatedexpected amount of idle time with respect to the primary game. Thesecondary game selected by the game combining module 302 may begenerated or configured by the game generating module 304 such that thesecondary game has a level of interactivity that is compatible with thelevel of interactivity of the primary game, For example, the gamecombining module 302 may generate, configure, or select a secondary gamehaving a portion (e.g., around) that the player may complete within theaverage amount of idle time that the player has with respect to aprimary game.

At operation 406, the game combining module 302 provides the player withan option to participate in the secondary game while the player has idletime with respect to the primary game. For example, if it is not theplayer's turn to act in the primary game, or if the player is idle foranother reason with respect to the primary game, the game combiningmodule 302 may present a user interface for the secondary game in aside-pane of the primary game). The game combining module 302 maytemporarily inactivate a user interface of the primary game andtemporarily activate a user interface of the secondary game (e.g., untilthe player's idle time ends with respect to the primary game).

FIG. 5 is a flowchart illustrating an example method 500 ofautomatically performing a calling action on behalf of a first player inresponse to a raising action by a second player in order toautomatically complete a round of game without requiring the firstplayer to perform an additional betting action. At operation 502, the1-On-1 Poker module 306 detects a performing by a first player of abetting action in a betting round of a hand of a card game. For example,the 1-On-1 Poker module 306 detects that a player has raised the blindof an opponent.

At operation 504, the 1-On-1 Poker module 306 detects a performing by asecond player of a raising action in response to the performing by thefirst player of the betting action. For example, the 1-On-1 Poker module306 detects that the player's opponent has re-raised the player's raiseof the blind of the player's opponent.

At operation 506, the 1-On-1 Poker module 306 automatically performs, onbehalf of the first player, a calling action based on the detecting ofthe performing by the first player of the betting action and thedetecting of the performing by the second player of the raising action.Here, the automatic performing of the calling action completes thebetting round. Thus, the 1-On-1 Poker module enables a round of bettingto be completed based on a performing of one betting action by each of afirst player and a second player, eliminating the back-and-forth actionthat would normally be required in a betting round in which each playerre-raises a bet by his opponent.

FIG. 6 is a flowchart illustrating an example method 600 ofautomatically performing an action on behalf of a first player inresponse to an action by a second player in order to automaticallycomplete a round of game. At operation 602, the game networking system120 b detects a performing by a first player of a first action in around of a portion of a game. For example, the game networking system120 b detects a performing of a betting action by a first player in around of a hand of a Texas Hold'Em game.

At operation 604, the game networking system 120 b detects a performingby a second player of a second action in the round of the portion of thegame, the performing by the player of the second action being inresponse to the performing by the first player of the first action. Forexample, the game networking system 120 b detects that the second playerhas raised a bet by the first player in a betting round of a hand of aTexas Hold'Em game.

At operation 606, the game networking system 120 b automaticallyperforms, on behalf of the first player, a third action in the round ofthe portion of the game, the automatic performing of the third actionbeing based on the detecting of the performing by the first player ofthe first action and the detecting of the performing by the secondplayer of the second action. Here, the automatic performing of the thirdaction completes the rounds of the portion of the game. For example, thegame networking system 120 b automatically performs a calling action onbehalf of the first player in response to a raising action by the secondplayer in a betting round of a hand of a Texas Hold'Em game. in thisway, the round of the game is completed based on a single action beingperformed by each of the first player and the second player, a defaultaction being automatically selected and performed on behalf of one ofthe players such that the round is completed without requiring the oneof the players to select and perform one of multiple actions.

FIG. 7 is a flowchart illustrating an example method 700 of enabling aplayer to play a modified form of a game in which all but one of aplurality of rounds of the game are skipped. At operation 702, the gamegenerating module 304 identifies that a portion of a game has aplurality of rounds. For example, the game generating module 304identifies that a Texas Hold'Em game has multiple betting rounds afterthe hole cards are dealt, after the flop is dealt, after a turn isdealt, and after a river is dealt).

At operation 704, the game generating module 306 selects a round of theplurality of betting rounds. For example, for the Texas Hold'Em game,the game generating module 306 may select the betting round that occursafter the flop is dealt. The game generating module 306 may select theround based on various factors. For example, the game generating module306 may select the round based on a comparison of historical datapertaining to the levels of activity of the players with respect to agame networking system when different rounds were selected. Thus, forthe Texas Hold'Em game, the game generating module 306 may select thebetting round after the flop based on the players having been moreactive with respect to the game networking system when that bettinground was selected in the past.

At operation 706, the game generating module 306 enables a player toplay a modified form of the game in which each of the plurality ofrounds is skipped

except the selected round. For example, the game generating module 306may generate a modified form of a Texas Hold'Em game that has a singlebetting round that occurs after the flop is dealt. The other bettingrounds (e.g., after the hole cards are dealt, after the turn card isdealt, and after the river card is dealt) are skipped. The gamenetworking system 120 b may integrate the modified form of the game intothe game networking system 120 b as a primary or a secondary game. Forexample, the game combining module 302 may select the modified form ofthe game to use as a secondary game for combining with a primary game.

In various other embodiments, the game generating module 306 maygenerate a modified form of the game in which one or more bettingrounds, but not all betting rounds, are skipped. Furthermore, in variousother embodiments, the game generating module 306 may generate amodified form of the game in which one or more betting rounds are addedor used to replace standard betting rounds. For example, the gamegenerating module 306 may create a modified Texas Hold'Em game thatincludes a non-standard betting round that occurs before any cards aredealt, after a single card has been dealt to one of a plurality ofplayers or each of a plurality of players, or after a particular numberof cards has been dealt, In various embodiments, the game generatingmodule 306 may generate or configure a modified form of the game basedon input from a system administrator of the game networking system 120b.

FIG. 8 is a flowchart illustrating an example method 800 of revealing apartial result of an action performed by a first player before the finalresult of the action is known. At operation 802, based on a performingby a first player of a first action in a round of a game, the gamenetworking system 120 b reveals a partial result of the round of thegame to the first player without revealing the partial result of theround of the game to the second player. For example, after a firstplayer performs abetting action in a modified form of a Texas Hold'Emgame that includes a single betting action in a single betting round byeach player, such as in a round of betting after the flop is dealt, thegame networking system 120 b may reveal the remaining community cards tothe player (e.g., the turn card and the river card) without revealingthe remaining community cards to the player's opponent. In this way, theplayer may determine the strength of his hand (a partial result of thehand) before the player's opponent completes his turn.

At operation 804, based on a performing by a second player of a secondaction in the round of the game, the game networking system 120 breveals a final result of the round of the game to the first player andthe second player. Here, the revealing of the final result includes therevealing of the second result to the second player. For example, aftersecond player places a bet in the modified form of the Texas Hold'Emgame, thereby completing the betting action for the round, the finalresult of the hand, including the strength of the first player's hand(the partial result) and the strength of the second player's hand isrevealed to both players. Furthermore, the game networking system 120 bmay declare a winner of the round based on the final result.

FIG. 9 is a flowchart illustrating an example method 900 of revealingportions of a hand to a first player white the first player waits for asecond player to perform a second action in response to the first playerperforming a first action. At operation 902, based on a detecting of abetting action by a first player, the game networking system 120 breveals a community card of a hand of a card game to the first playerwithout revealing the community card to the second player. For example,based on the first player completing a betting action of a singlebetting round of a modified form of a Texas Hold'Em game, the gamenetworking system 120 b reveals any of the five community cards to thefirst player without revealing the turn card or the river card to thesecond player.

At operation 904, based on a detecting of a betting action by the secondplayer being performed in response to the betting action by the firstplayer and completing a betting round of the hand of the card game, thegame networking system 120 b reveals a result of the hand to the firstplayer. and the second player. The revealing of the result includesrevealing the community card to the second. player. For example, basedon the second player performing a betting action that completes a singlebetting round of a modified form of a Texas Hold'Em game, the gamenetworking system 120 b reveals the strengths of the hands of the firstplayer and the second player, which includes revealing the samecommunity card to the second player that was revealed to the firstplayer at operation 902.

1-On-1 Poker Module

A 1-On-1 Poker module 306 may implement a 1-On-1 Poker game. The 1-On-1Poker game may be a modified form of a Texas Hold'Em card game. The1-On-1 Poker game may be generated or configured by the game generatingmodule 302 or developed separately by a game developer, The integratingmodule 301 may integrate the 1-On-1 Poker game into the game networkingsystem 120 b as a primary game or as a secondary game.

FIG. 10A is a screenshot illustrating an example embodiment of a userinterface for a lobby 1000. The 1-On-1 Poker module 306 may enable aplayer to access the lobby 1000 of the 1-On-1 Poker game via a userinterface, For example, the 1-On-1 Poker module 306 may integrate afirst user interface element (e.g., a “1-On-1 Poker” button) into asecond user interface element (e.g., a side navigation pane) of aprimary game and then display the lobby 1000 of the 1-On-1 Poker gamebased on a detection of the user activating the first user interfaceelement. In various embodiments, the 1-On-1 Poker module 306 may displaythe lobby 1000 automatically, based on, for example, a detection of theplayer being idle with respect to a primary game.

The lobby 1000 may enable a player to initiate new games or participatein or view information about current or past games. For example, for acurrent game or past game, the 1-On-1 Poker module 306 may displayvarious information about the game, including information about therelationship between the player and his opponent (e.g., whether theplayer's opponent in the game is a recent opponent or a currentopponent), a picture of the opponent (e.g., extracted from the socialnetworking system 120 c (e.g., Facebook) in which the opponent maintainsa profile), the name of the opponent, and the status of the game (e.g.,a time remaining to act or an indication that the game is over). If theplayer has not yet reviewed the results of a completed game, the 1-On-1Poker module 306 may display a user interface element (e.g., a “VIEWRESULTS” button) and then display the results of the game based on adetecting of the activating of the user interface element by the player.

After the player has viewed the results of a completed game, the 1-On-1Poker module 306 may replace the user interface element for viewing theresults of the game with a user interface element (e.g., a “REMATCH”button) for initiating a new game (e.g., a rematch) with the opponent.Additionally, the 1-On-1 Poker module 306 may change the status of thegame from “GAME OVER” to a summary of results of a previous set of gameswith the opponent (e.g., “2 for 3,” meaning the player has won two ofthe last three games with the opponent).

For a current game, if it is the player's turn to act, the 1-On-1 Pokermodule 306 may display the time remaining (e.g., “18.23.23”) for theplayer to act. Additionally, the 1-On-1 Poker module 306 may display auser interface element (e.g., a “YOUR TURN” button) and then replace thelobby 1000 with a game action screen (described below) based on adetection of an activating of the user interface element by the player.

To enable a player to initiate a new game, the 1-On-1 Poker module 306may present information about one or more suggested games. For eachsuggested game, this information may include an indicator of thesuggested action (e.g., a “START GAME” label), a picture of a suggestedopponent, a name of the suggested opponent, information pertaining topast actions of the suggested opponent with respect to the game (e.g.,“Played today”), and a user interface element (e.g., a “PLAY” button) bywhich the player can initiate a game with the suggested opponent. The1-On-1 poker module 306 may launch a game-initiation screen (e.g., agame initiation screen 1000 described below with respect to FIG. 11A)based on a detecting of a activating of the corresponding user interfaceelement by the player.

The 1-On-1 Poker module 306 may select one or more in-game orout-of-game friends of the player to present to the player as suggestedopponents. The selection of a friend may be based on various criteria,such as information about previous engagement level between the playerand the friend (e.g., whether the friend is a current or recent opponentof the player), information about previous requests sent by the playerto initiate new games (e.g., whether the player has an outstandingrequest to the friend to play a game), information about an amount ofvirtual currency that the player or the friend has for wagering withrespect to the game (e.g., whether the player or the friend has morethan 0 in virtual currency), information about a level of interest ofthe friend in the game (e.g., how often the friend has played the gamebefore against other players), an in-game level (e.g., experiencepoints) of the friend, past play history of the friend, play style ofthe friend, skill of the friend, location of the friend, gender of thefriend, and so on, The 1-On-1 Poker module 306 may also select one ormore opponents for the player who are not in-game or out-of-game friendsof the player based on various criteria, including the criteriadiscussed above with respect to selection of friends of the player,degree of relationship of the non-friend with respect to the player orfriends of the player, or other criteria,

The 1-On-1 Poker module 306 may sort the suggested games forpresentation within the lobby 1000 based on various criteria. Forexample, the 1-On-1 Poker module 306 may sort the suggested games basedon any of the selection criteria described above, such as the level ofinterest of a corresponding suggested opponent in the game. The 1-On-1Poker module 306 may present a subset (e.g., 6) of the suggest games(e.g., in a scrollable view of the suggested games).

The 1-On-1 Poker module 306 may provide a user interface element (e.g.,a “PLAY OTHER FRIENDS”) button by which a player can select additionalin-game or out-of-game friends (e.g., friends not selected as suggestedopponents) to request as opponents for a new game. Upon detecting anactivating by the player of the corresponding user interface element,the 1-On-1 Poker module may receive a selection of friends from theplayer via a separate friend-selection user interface (described belowwith respect FIG. 13).

FIG. 10B is a screenshot illustrating an example embodiment of a userinterface for a lobby 1040. The 1-On-1 Poker module 306 may display thelobby 1040 when it is unable to suggest any games (e.g., based on adetermination that none of the friends of the player meet the criteriadescribed above). In this case, the 1-On-1 Poker module 306 may presenta message recommending that the player add more friends. The 1-On-1Poker module 306 may also launch a separate friend-selection userinterface (described below with respect to FIG. 13) based on a detectingof an activating of a user interface element of the lobby 1040 by theplayer.

FIG. 10C is a screenshot illustrating an example embodiment of a userinterface for a challenge screen 1080. The 1-On-1 Poker module 306 maypresent the challenge screen 1080 instead of or in addition to a userinterface for a lobby (e.g., the lobby 1040) of the 1-On-1 Poker game.The it Poker module 306 may integrate the challenge screen 1080 into aportion of a user interface of a primary game (e.g., in a navigationpane of a user interface for a live multi-player card game). Or the1-On-1 Poker module 306 may present the user interface as a standaloneinterface that is separate from other games.

The challenge screen 1080 includes information about friends of a playerof the 1-On-1 Poker game to which the player may submit a request toplay a 1-On-1 Poker game. The friends of the player may be organizedinto groups, such as friends that have most recently played a 1-On-1Poker game, friends that have the most virtual currency poker chips orother virtual currency), or friends that are participating in a weeklycontest pertaining to the 1-On-1 Poker game. The information about eachfriend my include a picture of a friend, the name of the friend, alength of time since the friend played a game, the number of chips ofthe friend, the ranking of the friend in a weekly contest, and so on.The information about each friend may be presented in scrollable sets ofuser interface elements.

The user interface elements may include a user interface element (e.g.,a “1-on-1” button) for each friend. Based on a detection of aninteraction by the player with respect to the user interface element(e.g., a clicking by the player on a “1-on-1” button corresponding to afriend), the 1-On-1 Poker module 306 may launch a game-initiation screen1100 described below with respect to FIG. 11A.

FIG. 11A is a screenshot illustrating an example embodiment of a userinterface for the game-initiation screen 1100. The 1-On-1 Poker module306 may present the game initiation screen 1100 when the player submitsa request to initiate a new game with an opponent (e.g., via the lobby1000 or the challenge screen 1080). The game-initiation screen 1100 mayinclude information about the challenger or challengee (e.g., a name orpicture of the challenger or challengee). The game-initiation screen1100 may also include information pertaining to the game (e.g., therules of the game). The game-initiation screen 1100 includes a wager boxinto which a player may specify a wager amount. The player may enter thewager amount directly into the box or use a scroll control to specify oradjust the wager amount. The game initiation screen 1100 includes a userinterface element a “SEND WAGER” button) by which the player may send achallenge notification, including the specified wager amount, to afriend. The user interface element for initiating challenges may bedisabled until the player specifies a wager amount into the wager box.The 1-On-1 Poker module 306 may enforce a minimum wager amount (e.g.,$100 off-table chips) or a maximum wager amount (e.g., $2500 ofoff-table chips). For example, the 1-On-1 Poker module may inactivatethe user interface element for sending a challenge unless the playerspecifies a valid wager amount. The wager amount may be virtual currencythat the player owns with respect to the game networking system 120 b(e.g., gold coins) or virtual currency that the player owns with respectto the primary game poker chips being used by the player in the primarygame). The 1-On-1 Poker module 306 may place the wager amount intoescrow until an opponent denies the challenge request or the secondarygame is completed and the wager amount is distributed among the winnersof the secondary game.

FIG. 11B is a screenshot illustrating an example embodiment of a userinterface for a game-initiation screen 1150. The game-initiation screen1150 is similar to the game-initiation screen 1100 except that a userinterface element (e.g., a “SEND WAGER” button) by which a player mayinitiate a challenge with a friend is enabled based on the playerentering a wager amount (e.g., “$25,000”) into the wager box.

Upon initiation of a new game, the 1-On-1 Poker module 306 may determinestarting stacks of poker chips 1,000 poker chips each) for thechallenger and the challengee. The 1-On-1 Poker module 306 may alsodetermine blind amounts (e.g., a big blind amount of 100 and a smallblind amount of 0). For example, the 1-On-1 Poker module 306 maydetermine a big blind amount based on a percentage (e.g., 10%) of thestarting stack size. The 1-On-1 Poker module 306 may require thechallenger to post the big blind amount in the first hand of the game;thus, the 1-On-1 Poker module 306 may move the big blind amount from thechallenger's stack into the pot for the hand.

FIG. 12A is a screenshot illustrating an example embodiment of a userinterface for an action screen 1200. The 1-On-1 Poker module may presentthe game action screen 1200 to a player based on the player initiating achallenge with a friend (e.g., via the game-initiation screen 1150). Thegame action screen 1200 may show the number of poker chips in the stackof the challenger, in the stack of the challengee, and in the pot. Thegame action screen 1200 may also show the size of the current blinds(e.g., “100” for the big blind). The game action screen 1200 may depictthe posting of a blind by showing the blind amount being moved into thepot.

The action screen 1200 may reveal a portion of a hand to the challenger(e.g., the player's hole cards and the flop) without revealing thatportion to the challengee. The action screen 1200 may then present userinterface elements (e.g., a “CHECK” button or a “BET” button) to enablethe challenger to perform an action (e.g., check or bet) based on therevealing of the portion of the hand. The 1-On-1 Poker module 306 maymake a determination regarding which portion of the hand to reveal tothe challenger (e.g., the hole cards, the flop, the turn, or the river)before enabling the challenger to perform an action. This determinationmay be based on a level of interactivity of the 1-On-1 Poker game inrelation to a level of interactivity of a primary game.

The action screen 1200 may include a chat window. The 1-On-1 Pokermodule 306 may insert messages into the chat window on behalf of aplayer based on the player performing an action. For example, when aplayer performs an action, the 1-On-1 Poker module 306 may insert textinto the chat window on behalf the player describing the action (e.g.,“Wager $25,000” or “Bet 400”). The action screen 1200 may include a boxinto which a user may enter additional messages for inclusion into thechat window.

The action screen 1200 may present information about the players,including their names, the number of chips in their stacks, and theirpictures. The action screen 1200 may present a textual or a graphicalrepresentation of each player's hole cards or the community cards. Theaction screen 1200 may present a graphical representation of a back of acard for cards that have not been exposed to the player who is presentedwith the action screen 1200. Thus, the action screen 1200 may displaytwo card backs to represent a player's unexposed hole cards until thehole cards are revealed (e.g., based on a hand ending in a show down orbased on the player choosing to reveal his cards).

FIG. 12B is a screenshot illustrating an example embodiment of a userinterface for an action screen 1240. The action screen 1240 shows theresult of the challenger indicating a desire to place a bet (e.g.,clicking on the “BET” button of action screen 1200). For example, theaction screen 1240 includes a pop-up scroll box that enables thechallenger to specify an amount of the bet and a user interface element(e.g., a “CONFIRM” button) to enable the challenger to confirm theamount of the bet.

FIG. 12C is a screenshot illustrating an example embodiment of a userinterface for an action screen 1280. Based on the challenger performingan action with respect to the game (e.g., placing a bet or checking),the action screen 1280 shows a partial result of the hand withoutrevealing the partial result to the challengee. For example, the actionscreen 1280 may reveal any community cards not revealed previously. Forexample, if the action screen 1280 did not reveal the turn card andriver card before the challenger performed an action, the action screen1280 may reveal the turn card and the river card. In this way, thechallenger may see a partial result of the hand (e.g., the strength ofhis hand), but not see a complete result of the hand (e.g., thechallengee's hole cards, the challengee's action (e.g., check, raise, orfold) in response to the challenger's, or a winner of the hand). Afterdisplaying the partial result of the hand, the action screen 1280 maypresent a user interface element (e.g., a “Play another friend” button)to enable a player to challenge another friend to a game.

FIG. 13 is a screenshot illustrating an example embodiment of a userinterface for a friend-selection screen 1300. The 1-On-1 Poker module306 may present the friend-selection screen 1300 based on a request froma player to challenge a friend to a game (e.g., based on the playerclicking the “Play another friend” button of the action screen 1280 orclicking the “PLAY OTHER FRIENDS” button of the game-initiation screen1000). The friend-selection screen may present a preview of a messagethat is to be sent to each selected friend (e.g., “You've beenchallenged to 1-on-1 Poker. Buy in for a chance to win!”), Thefriend-selection screen 1300 includes a drop-down box and a text box forfiltering the player's friends. The friend-selection screen 1300includes a scrollable list of the player's friends, includinginformation about each friend, such as the name of the friend or apicture of the friend. The friend-selection screen 1300 includes checkboxes next to each of the names of the friends such that the player mayselect each of the friends for receiving the challenge request. Thefriend-selection screen 1300 includes a “Send Requests” button forsending the challenge request to each of the selected friends.

FIG. 14A is a screenshot illustrating an example embodiment of a userinterface of a challenge notification 1400 to a challengee (e.g., viathe social networking system 120 a). The 1-On-1 Poker module 306 maysend the challenge notification 1400 to a challengee based on, forexample, a challenger submitting a request via the friend-selectionmodule 1300 or the game initiation screen 1000. The challengernotification 1400 may include information about the challenger (e.g.,the name of the challenger) and the challenge (e.g., the name of thegame or the amount of the wager). The challenge notification may includea user interface element (e.g., a “Play Now” button) to enable thechallengee to accept the challenge. The 1-On-1 Poker module 305 maypresent the challenge notification 1400 as one of a series of messagessent to the challengee. Thus, the challenge notification 1400 mayinclude user interface elements to enable the challengee to view othermessages or view a number of unread messages or a total number ofmessages in the challengee's message box.

FIG. 14B is a screenshot illustrating an example embodiment of userinterface for presenting a challenge notification list 1450 to a player(e.g., via message center pertaining to the game networking system 120b). The 1-On-1 Poker module 306 may present the challenge notificationlist 1405 to a challengee based on, for example, a challenger submittinga request via the friend-selection module 1300 or the game initiationscreen 1000. The challenge notification list 1450 may be sorted by gametype “1-on-1 Poker Games”). The game networking list 1450 may includeinformation about each challenge, including the name of the challenger,information about the challenge (e.g., the type of game or the amountwagered by the challenger), or information about a status of a challenge(e.g., a notification that the challenger has completed an action withinthe game or that it is the challengee's turn to perform an action). Thechallenge notification list 1450 may include a user interface element(e.g., an “Accept” button) that enables the challengee to accept thechallenge.

FIG. 15A is a screenshot illustrating an example embodiment of a userinterface for challenge-accepting screen 1500. The 1-On-1 Poker module306 may present challenge-accepting screen 1500 to a challenger basedon, for example, the challengee indicating an interest in accepting achallenge request from a challenger.

The challenge-accepting screen 1500 includes information about thechallenge, such as an amount of a wager proposed by a challenger and therules of the challenge. The challenge-accepting screen 1500 includes abuy-in box in which the challengee may enter a buy-in amount, The 1-On-1Poker module 306 may limit the buy-in amount entered by the challengerto a maximum amount that is equal to the amount of the wager proposed bythe challenger. For example, if the challenger proposes a $25,000 wager,the challenger may be able to enter any buy-in that is greater than zeroand less than or equal to $25,000. The challenge-accepting screen 1500may include a slider control to enable the challengee to specify abuy-in amount by moving the slider instead of typing text into thebuy-in box. The challenge-accepting screen 1500 may include a userinterface element (e.g., a “BUY-IN” button) to enable the challengee tobuy-in to the game with a specified wager amount. The user interfaceelement may be disabled (e.g., grayed out) until the challengee enters avalid buy-in amount into the buy-in box. If the challengee buys in foran amount that is less than the buy-in amount proposed by thechallenger, the challenge may be refunded the difference between thechallenger's proposed buy-in amount and the buy-in amount accepted bythe challengee. The 1-On-1 Poker module 306 may keep the sum of theagreed-upon buy-in amounts in escrow until the funds are distributed tothe winner(s) of the game.

FIG. 15B is a screenshot illustrating an example embodiment of a userinterface for challenge-accepting screen 1550. The 1-On-1 Poker module306 may present challenge-accepting screen 1550 to a challengee basedon, for example, a challenger proposing a rematch of a game, Thechallenge-accepting screen 1550 may include a chat box that includesmessages communicated between the challenger and the challengee over oneor more previously completed games between the challenger and thechallengee. For example, during a game, the 1-On-1 Poker module 306 mayautomatically add messages to the chat box on behalf of each player thatcorrespond to actions performed by each player during the game. Thus, ina previous game, when Angela made an all-in bet, the 1-On-1 Poker module306 added a message to the chat box on behalf of Angela stating “Allin.” When Emmet called Angela's all-in bet, the 1-On-1 Poker module 306added a message to the chat box on behalf of Emmet stating “Call 600.”When Emmet won the hand, the 1-On-1 Poker module 306 added a message tothe chat box on behalf of Emmet stating “1 won the tourney with 2 pair.”Additionally, each player may be able to enter additional messages intothe chat box by entering text into the corresponding text box andclicking the “SEND” button, The messages from this (previous game aswell as other previous games between the challenger and the challengeemay be saved and made accessible in the chat window (e.g., via a scrollbar). Thus, when making or accepting a. challenge, the challenger orchallengee may be able to review the chat from the previous games to bereminded of a context of the challenge with respect to previous gamesplayed.

FIG. 16A is a screenshot illustrating an example embodiment of a userinterface for an action screen 1600. The 1-On-1 Poker module 306 maypresent action screen 1600 to a player based on, for example, the playerindicating an interest in taking his turn within the game. The actionscreen 1600 may include information pertaining to the game, including aprize (e.g., $50,000, the sum of the amount wagered by the player andhis opponent), an amount of a blind that has been posted by the player,an amount of a bet by the player's opponent, an amount of chipsremaining for the player, an amount of chips remaining for the player'sopponent, the player's hole cards, community cards that have beenexposed, a number of community cards that have not been exposed, andhole cards of an opponent that have not been exposed.

The action screen 1600 may include user interface elements correspondingto actions that the player may perform. For example, the action screen1600 may include “FOLD,” “CALL,” or “RAISE” buttons to enable the playerto fold his hand, call his opponent's bet, or raise his opponents bet.If the player chooses to raise his opponent's bet, the 1-On-1 Pokermodule may automatically call the raise on behalf of the player'sopponent. Thus, the 1-On-1 Poker module may ensure that, regardless ofthe player's action, the current betting round is completed upon thatplayer's action. Therefore, the 1-On-1 Poker module may present theresult of the hand upon the player's action without waiting for theplayer's opponent to perform an additional action (e.g., call theplayer's raise or make an additional raise). When placing his originalbet, the player's opponent may implicitly or explicitly agree to havingthis action performed automatically on behalf of the player's opponent,thereby enabling a single action by the player to conclude a bettinground or hand.

The 1-On-1 Poker module may automatically add messages to the chat boxon behalf of the player based on the player's actions. For example, whenAngela accepts Emmet's challenge, the 1-On-1 Poker module mayautomatically enter a message into the chat window on behalf of Angelastating “I accept your $25,000 wager.” Additionally, when Angela types amessage in a chat window (e.g., “game on!”), the 1-On-1 Poker moduleenters that message into the chat box. In the chat box, the 1-On-1.Pokermodule may format messages that are manually entered by a player (e.g.,with a green color) to distinguish such messages from messages that areautomatically entered into the chat box on behalf of a player (e.g.,with a white color).

FIG. 16B is a screenshot illustrating an example embodiment of a userinterface for a result screen 1650. The 1-On-1 Poker module 306 maypresent the result screen 1650 to a player based on, for example, theplayer performing an action that concludes a hand of a game. Forexample, the 1-On-1 Poker module may present the result screen 1650 toAngela when Angela chooses to call a bet by Emmet. The result screen1650 may show various information pertaining to the result of the handof the game, such as the hole cards of the players, the community cards,the chips in the pot wagered by each player, the strengths of eachplayer's hand (e.g., “Straight” or “Royal Flush”), and the winner of thehand (e.g., “Emmet wins!”).

FIG. 17A is a screenshot illustrating an example embodiment of a userinterface for a notification screen 1700. The 1-On-1 Poker module 306may present the notification screen 1700 to a player based on, forexample, the player's opponent performing an action that results in ahand of the game being concluded. The notification screen 1700 mayinclude information about the game, such as a prize amount (e.g.,$50,000, the sum of the wagers agreed to by the player and hisopponent), an amount of a bet previously placed by the player, theplayer's hole cards, and the community cards. The notification screen1700 may also include a chat box containing messages entered by theplayers or on behalf of the players based on actions performed by theplayers. The notification screen 1700 may include a user interfaceelement (e.g., a “Skip” button) that enables the player to skip theresults (e.g., proceed with playing another hand). The notificationscreen 1700 may also include a user interface element (e.g., a “See whowon!” butt)n) that enables the player to view the results of the hand(e.g., via the result screen 1650).

FIG. 17B is a screenshot illustrating an example embodiment of a userinterface for a notification message 1750. The 1-On-1 Poker module 306may present the notification message 1750 to a player based on, forexample, the player's opponent performing an action that results in ahand of the game being concluded. The 1-On-1 Poker module 306 maypresent the message to the player via an in-game messaging system (e.g.,the Zynga Message Center) or an out-of-game messaging system (e.g., aFacebook inbox or email account). The notification message 1750 mayinclude information about the game, such as the type of the game (e.g.,“1-on-1 poker”, the name of the player's opponent (“Justin Wicket”), orthe amount of the prize (e.g., $20,000). The notification message 1750may include a user interface element (e.g., a “View results” button)that enables the player to access the results (e.g., via the resultscreen 1650).

FIG. 18A is a screenshot illustrating an example embodiment of a userinterface for a game over screen 1800. The 1-On-1 Poker module 306 maypresent the game over screen 1800 to a player based on, for example, theplayer or the player's opponent having no chips remaining. The game overscreen 1800 may include information pertaining to the game that issimilar to the information included in the result screen 1650. The gameover screen 1800 may also include information pertaining to the prizewon by the winning player upon completion of the game. For example, thegame over screen may indicate the amount of the wager won by the winningplayer (e.g., “You won $50,000!”). The game over screen may alsoindicate an amount of experience points gained by the winning player(e.g., “+40xp”).

FIG. 18B is a screenshot illustrating an example embodiment of a userinterface for a results screen 1840. The 1-On-1 Poker module 306 maypresent the game over screen 1800 to a player based on, for example, theplayer having no chips remaining. The game over screen 1800 may includeinformation pertaining to the game that is similar to the informationincluded in the result screen 1650. The game over screen 1800 may alsoinclude information pertaining to the prize won by the winning playerupon completion of the game. For example, the game over screen mayindicate the amount of the wager won by the player (e.g., “Emmet won$50,000!”) or an amount of experience points gained by the losing player(e.g., “+20xp”).

FIG. 18C is a screenshot illustrating an example embodiment of a userinterface for a rematch screen 1880. The 1-On-1 Poker module 306 maypresent the rematch screen 1800 to a player based on, for example, agame having been concluded between two players. The rematch screen 1880may be similar to the game-initiation screen 1150, but with a userinterface element (e.g., a “REMATCH” button) that enables a player toinitiate a rematch taking the place of the user interface element (e.g.,a “SEND WAGER” button) that enables the player to initiate a new game.

FIG. 19A is a screenshot illustrating an example embodiment of a userinterface. for an action screen 1900. The 1-On-1 Poker module 306 maypresent the action screen 1900 to a player based on, for example, afirst round of a game being concluded and the cards for a second roundof the game being dealt, The action screen 1900 may represent a postingof a new blind amount by the player's opponent. For example, the 1-On-1Poker module 306 may increase the size of the blinds between hands basedon a predetermined blind structure. Thus, the size of the blind amountposted by the player's opponent for the current hand might be largerthan the size of the blind amount posted by the player for the previoushand. The action screen 1900 may include user interface elements (e.g.,a “CHECK” button or “BET” button (not shown) that enable the player toperform an action, such as check or bet. Upon expressing an interest inplacing a bet, the action screen 1900 may prompt the user to specify abet amount (e.g., with a slider control) or confirm the bet amount byclicking the “CONFIRM” button). The 1-On-1 Poker module 306 may limitthe size of the bet to a particular amount (e.g., twice the size of theblind posted by the player's opponent). The 1-On-1 Poker module mayplace a separator into the chat box to separate chat messages pertainingto the current hand from chat messages pertaining to the previous hand.

FIG. 19B is a screenshot illustrating an example embodiment of a userinterface for a partial result screen 1950. The 1-On-1 Poker module 306may present the partial result screen 1950 to a player based on, forexample, the player completing his turn in a game. The partial resultscreen 1950 may expose all of the community cards to the player suchthat the player can view the strength of his hand before his opponentcompletes his turn. For example, as depicted in FIG. 19A, Angela may bedealt a four of spades and a five of spades as her two hole cards. The1-On-1 Poker module 306 may also reveal the first three community cardsto Angela. Based on this information, Angela may choose to bet all ofher remaining 400 chips, Upon detecting her betting action, the 1-On-1Poker module 306 may expose, via the partial result screen 1950, the tworemaining community cards, Thus, although Angela has seen the strengthof her hand, she won't know whether she has won or lost the hand untilher opponent, Emmet, completes his turn. Furthermore, the 1-On-1 Pokermodule may not expose Angela's hole cards or the two remaining cards toEmmet until Emmet completes his turn. The partial result screen 1950 mayinclude a user interface element (e.g., a “Play Next Friend” button) toenable the player to take a turn in an ongoing game with a differentfriend or challenge a different friend to a new game.

FIG. 20 is a screenshot illustrating an example embodiment of a userinterface. for a notification message 2000, The 1-On-1 Poker module 306may present the notification message 2000 to a player based on, forexample, it being the player's turn within a game. The 1-On-1 Pokermodule 306 may present the message to the player via an in-gamemessaging system (e.g., the Zynga Message Center) or an out-of-gamemessaging system (e.g., a Facebook inbox or email account). Thenotification message 200 may include information similar to theinformation presented in the notification message 1750. The notificationmessage may include a user interface element (e.g., a “Take my turn”button) that enables the player to take his turn within the game (e.g.,via the action screen 1600).

FIG. 21 is a screenshot illustrating an example embodiment of a userinterface for a wall-to-wall posting publisher 2050. The 1-On-1 Pokermodule 306 may present the wall-to-wall posting publisher 2050 based on,for example, the player winning a challenge against a friend. Thewall-to-wall posting publisher 2050 may include a message pertaining tothe game (e.g., a message indicating an amount of prize that the player-won for beating the friend in a challenge) or a message including anincentive for friends of the player's friend to challenge the player toa game. The incentive may include an offer for a random number of chips(e.g., “up to $1 million chips”) for anyone willing to challenge theplayer to a game. The wall-to-wall posting publisher 2050 may includeuser interface elements to enable the friend to publish the message(s)or cancel the publishing of the message(s) to a wall of the friend onthe social networking systems 120 a (e.g., on Facebook).

FIGS. 21A-21F depict example embodiments of menu interfaces for enablinga player to play a primary or a secondary game. If the game is played asa secondary game, the menu interface of the secondary game may beintegrated into the menu interface of the primary game. For example, the1-On-1 Poker module 306 may integrate a menu item (e.g., a “Poker WithFriends” menu item) corresponding to the main menu of the 1-On-1 Pokergame into a menu of a primary game (e.g., a live, real-time, poker game,such as Zynga Poker). The 1-On-1 Poker module may display a userinterface element (e.g., a red dot in the upper right-hand corner) themenu item indicating that the player has outstanding requests or actionsto perform with respect to the 1-On-1 Poker game.

FIG. 21A is a screenshot illustrating an example menu interface 2100 inwhich a pop-up game-initiation screen appears. The 1-On-1 Poker module306 may present the game-initiation screen based on, for example, aplayer selecting a menu item corresponding to the 1-On-1 Poker game. Thepop-up game-initiation screen presents information about the game (e.g.,“1-on-1 Poker”) and information about a proposed opponent, such as apicture of the proposed opponent and a name of the proposed opponent.The pop-up game-initiation screen also includes a user interface element(e.g., a “Start New Game” button) that enables the user to send achallenge request to the proposed opponent. The 1-On-1 Poker game mayselect the proposed opponent (e.g., using the criteria discussed abovewith respect to FIGS. 10A-10C), The pop-up game-initiation screen mayinclude a user interface element (e.g., an “X” in the upper right-handcorner of the pop-up screen) that enables the user to close the pop-upgame-initiation screen. When the user closes the pop-up game-initiationscreen, the 1-On-1 Poker module may open a different pop-screen (e.g., apop-up challenge-accepting screen, action screen, or result screen,described below).

FIG. 21B is a screenshot illustrating an example menu interface 2120 inwhich a pop-up game-accepting screen appears (e.g., when a playerselects a menu item corresponding to the 1-On-1 Poker game). The 1-On-1Poker module 306 may present the game-accepting screen based on, forexample, a player selecting a menu item corresponding to the 1-On-1Poker game. The game-accepting screen includes a user interface elementa slider bar) that enables the player to specify a wager amount. The1-On-1 Poker module 306 may limit the wager amount to a. value greaterthan zero and less than or equal to the amount proposed by thechallenger. The game-accepting screen may include information about thechallenger, including the challenger's name and a picture of the

challenger. For example, the 1-On-1 Poker module 306 may get the picturefrom a profile of the challenger via the social networking systems 120a.

FIG. 21C is a screenshot illustrating an example menu interface 2140 inwhich a pop-up action screen appears. The 1-On-1 Poker module 306 maypresent the action screen based on, for example, a player selecting amenu item corresponding to the 1-On-1 Poker game. The action screen maypresent information pertaining to an action performed by the player'sopponent (e.g., “Michael Bet $500”). The action screen may presentinformation about the hand, such as the player's hole cards. The actionscreen may include a user interface element (e.g., a “Play The Hand”button) to enable the player to play the hand.

FIG. 21D is a screenshot illustrating an example menu interface 2160 inwhich a pop-up action screen appears. The 1-On-1 Poker module 306 maypresent the action screen based on, for example, a player selecting amenu item corresponding to the 1-On-1 Poker game. The action screen maypresent information pertaining to the hand, such as the community cardsand the player's hole cards. Additionally, the action screen may includeuser interface elements (not shown) that enable the player to perform anaction (e.g., check, bet, raise, or fold). For example, the actionscreen may include user interface elements similar to those depicted inFIGS. 12A-12C or 16A.

FIG. 21E is a screenshot illustrating an example menu interface 2170 inwhich a pop-up result screen appears. The 1-On-1 Poker module 306 maypresent the result screen based on, for example, a player selecting amenu item corresponding to the 1-On-1 Poker game. The result screen maypresent information about result of a hand of a game. For example, theresult screen may present any of the information described above withrespect to FIG. 16A or FIG. 16B. The result screen may also include auser interface element (e.g., a “Play Again” button) to enable theplayer to play another game.

FIG. 21F is a screenshot illustrating an example menu interface 2180 inwhich a pop-up game over screen appears. The 1-On-1 Poker module 306 maypresent the game over screen based on, for example, a player selecting amenu item corresponding to the 1-On-1 Poker game. The game over screenmay present information pertaining to the result of a game. For example,the game over screen may present information about the prize amount andthe winner of the prize amount (e.g., “You Won $50,000!”). The game overscreen may present any of the information discussed above with respectto FIG. 18A and FIG. 18B.

FIG. 22A is a screenshot illustrating an example news feed item 2200.The 1-On-1 Poker module 306 may post the news feed item 2200 to a newsfeed. of the player (e.g., an in-game news feed or an out-of-game newsfeed, such as a Facebook news feed) based on actions of friends of theplayer with respect to the game networking system 120 b. For example,when a friend of the player starts a 1-On-1 Poker tournament withanother friend of the player, the 1-On-1 Poker module may post the newsfeed item 2200 to a Facebook news feed of the player. The news feed item2200 may include information about the friends of the player who areengaged in a game, the type of the game, the amount of a wagerassociated with the game, etc. The news feed item 2200 may also includea user interface element (e.g., a “Play 1-on-1 Poker with Karl”) buttonthat enables the player to initiate a new game with a friend involved inthe game that is the subject of the news feed item 2200.

FIG. 22B is a screenshot illustrating an example news feed item 2250.The 1-On-1 Poker module 306 may post the news feed item 2250 to a newsfeed of the player (e.g., an in-game news feed or an out-of-game newsfeed, such as a Facebook news feed) based on actions of friends of theplayer with respect to the game networking system 120 b. For example,when a friend of the player wins a hand of a 1-On-1 Poker game againstanother friend of the player, the 1-On-1 Poker module may post the newsfeed item 2250 to an in-game news feed of the player. The news feed item2250 may include information about the hand, such as the number of chipsthat a player won. The news feed item 2250 may also include a userinterface element (e.g., a “Play 1-on-1 Poker with Michael”) button thatenables the player to initiate a new game with a friend involved in thegame that is the subject of the news feed item 2250.

FIG. 23 is a screenshot illustrating an example embodiment of a userinterface for an unlock screen 2300. The 1-On-1 Poker module 306 maypresent the unlock screen 2300 based on, for example, a request by aplayer to unlock the 1-On-1 Poker game. The unlock screen 2300 maypresent information pertaining to tasks the player must perform within aprimary game in order to unlock a game (e.g., “1-On-1 Poker”) as asecondary game. For example, the unlock screen 2300 my include a listingof a number of opponents (e.g., “5”) that the player needs in theprimary game to unlock 1-On-1 . poker as a secondary game. The unlockscreen 2300 may also include a listing of a number of opponents that theplayer already has with respect to the primary game. The listing of thenumber of opponents the player already has may include informationpertaining to the opponents, such as their names and pictures. Thelisting may also include an incentive for beating the opponent, such asa number of chips offered as a prize.

The 1-On-1 Poker module 306 may calculate the number of chips to offeras a prize for the player beating a particular opponent based on variousfactors related to increasing the activity of the particular opponent orplayer, such as how often the particular opponent accesses the gamenetworking system 120 b. The unlock screen 2300 may include arepresentative listing of opponents the player does not yet have withrespect to the primary game (e.g., blank squares with question marksinside). Each of the as-yet-to-be-determined opponents may also beassociated with an incentive (e.g., poker chips) that the player mayreceive for adding friends as the opponents or beating the opponents.The 1-On-1 Poker module 306 may determine the prize based on variousfactors related to incentivizing the player to add more friends withrespect to the game networking system 120 b, such as the player'scurrent number of poker chips or number of out-of-game friends. Theunlock screen 2300 may include a user interface element (e.g., an “AddMore Friends to Play” button) that enables the player to add. additionalfriends as potential opponents with respect to the game networkingsystem 120 b.

FIG. 24 is a screenshot illustrating an example embodiment of a userinterface for a slot tournament game 2400. The slots module 308 maypresent the slot tournament game 2400 to a player on the game networkingsystem 120 b. For example, the slots module 308 may present the slottournament game as a secondary game that the player can play wheneverthe player has downtime in a primary game Zynga Poker). Thus, the slotsmodule 308 may present the game as a sidebar or other secondary viewwith respect to the primary game. As with other games, such as the1-On-1 Poker game described above, the game combining module 302 mayselect the slot tournament game for combining with the primary gamebased on various factors, such as a level of interactivity of the slottournament game in comparison to a level of activity of the primarygame, interests of the player (e.g., whether the player prefers a slotgame over other games, such as 1-On-1 Poker, Blackjack, or Pai Gow), andso on. Additionally, the game combining module 302 may control a flow ofactions of the player with respect to the combined games such that, forexample, when it is the player's turn to act in the (primary game, thegame window for the primary game becomes active and the game window forthe secondary game becomes inactive. Or, when the player has downtimewith respect to the primary game, the game window for the primary gamebecomes inactive and the game window for the secondary game becomesactive.

The user interface for the slot tournament game 2400 may enable a userto initiate a new game. For example, the user interface for the slottournament game 2400 may prompt a player to provide a buy-in amount(like the buy-in amount discussed above with respect to the 1-On-1 Pokergame). The user interface for the slot tournament game may also presenta user interface (e.g., an “INVITE NOW” button) to enable the player toinvite friends to play the slot tournament game 2400. The user interfacemay present information about potential opponents, such as their namesor pictures. The slots module 308 may select a subset of potentialopponents (e.g., 3) to highlight (e.g., for display near the userinterface element for inviting friends). The slots module 308 may selectthe subset of potential opponents to highlight based on various factors,such as their activity levels with respect to the game networking system120 h, the strengths of their relationships with the player, theirinterests (e.g., things the friends express interest in (or “like”) onsocial networking systems 120 a), and so on.

The slots module 308 may set a predetermined length of time for the slottournament game 2400 (e.g., based on a desired level of interactivity ofthe game with respect to a primary game or a determination of an optimallength of time for encouraging player retention). For example, the slotsmodule 308 may set the slot tournament game 2400 to last for one weekbased on a determination (e.g., from historical data) that players aremore likely to continue playing for one week than they are for longerperiods of time. The slots module 308 may determine a winner of the slottournament game 2400 based on the number of tournament chips that eachplayer acquires before the end of the predetermined time period. Theslots module 308 may present the time remaining in the user interfacefor the slot tournament game 2400. The user interface for the slottournament game 2400 may include a user interface element a “SPIN”button) that enables the player to spin the reels. The user interfacefor the slot tournament game 2400 may also include an animation of thereels spinning. For each spin, the slot module 308 may line up the reelsrandomly. The slots module 308 may reward a player with tournament chipsbased on the reels for a particular spin lining up in any of one or moreparticular combinations.

The slots module 308 may determine that each player gets a limitednumber of slot pulls or energy during the tournament. The slots module308 may reduce the slot pulls or energy for a player each time theplayer spins the reels of a virtual slot machine. The slots module 308may present the number of pulls remaining (e.g., “SPIN LEFT: 98”) orenergy remaining in the user interface for the slot tournament game2400. The slots module 308 may enable a player to receive additionalpulls or energy in various ways. For example, the slots module 308 mayenable the player to pay real money (e.g., U.S. dollars) to acquireadditional pulls or energy. Or the slots module 308 may enable theplayer to wait for a period of time 1 hour) to acquire additionalenergy. Or the slots module 308 may provide additional pulls or energyto the player as an incentive for the player to perform other tasks(e.g., inviting additional friends to play the slot tournament game 2400or asking friends for help with respect to a game the player isparticipating in on the game networking system 120 b). For example, if aplayer asks a friend for help with respect to the slot tournament game2400, the slot module 308 may automatically add the friend to the slottournament game 2400 that the player is participating in.

The slots module 308 may provide prize multipliers to a player based onactions that the player performs, such as inviting friends to join theslot tournament 2400. For example, each time a friend invites aparticular number of friends (e.g., 5) to play the slot tournament game,the slots module 308 may increase the player's prize multiplier by one.The slots module 308 may present the player's current prize multiplier(e.g., “2×”) in the user interface for the slot tournament game 2400.For example, if a player's prize multiplier is 2, the player receivestwice the tournament chips that the player would normally receive basedon the reels lining up in a particular combination. The slots module 308may prevent the player from using the tournament chips in an additionalgame, such as a primary game into which the slot tournament game 2400 isintegrated.

The user interface for the slots tournament game 2400 may present thenumber of tournament chips that the player currently has. The slotsmodule 308 may provide each player with a predetermined number oftournament chips (e.g., $5,000,000.00) when each player joins the game.The user interface for the slot tournament game 2400 may include userinterface elements to enable the player to wager a particular number oftournament chips for each spin. For example, the user interface for theslot tournament game 2400 may include a slider control to enable playeruser to specify the wager. The user interface for the slot tournamentgame 2400 may also include user interface elements (e.g., “MAX” and“MIN” buttons) to enable the player to wager minimum or maximum amounts.The slots module 308 may determine the maximum or minimum wager amountsbased on various factors, such as the number of tournament chips inplay. The slots module 308 may determine the amount of the reward that aplayer receives when the reels line up in a particular combination basedon the amount of tournament chips that the player wagered for the spin.

The slot module 308 may determine a jackpot amount to be allocated toone or more winners (e.g., the top 3 players) in the slots tournament.The jackpot may be a combined amount of virtual currency (e.g., a buy-inamount) that the players wagered upon joining the tournament. The buy-inamount may be separate from the number of tournament chips that isprovided to each player. For example, the players may agree to buy-infor $10,000 in virtual currency, but each player may be awarded$5,000,000 in tournament chips. The slots module 308 may then calculatethe jackpot as the number of players times the buy-in amount. The slotmodule 308 may determine the number of players who will receive aportion of the jackpot based on a percentage of total players who jointhe tournament. Additionally, the slot module 308 may determine abreakdown of the jackpot based on the position of the player in thestandings (e.g., the first-place winner may receive 50% of the jackpot,the second-place winner may receive 30% of the jackpot, and thethird-place player may receive 20% of the jackpot).

The user interface for the slot tournament game 2400 may presentinformation related to a player's current opponents, such as theirnames, pictures, or current number of tournament chips.

addition to or instead of tournament chips, a player may receiveabilities or additional rewards based on the way in which the reels ofa. particular spin line up, For example, a particular reel combinationmay unlock an ability of a player to affect the performance of a friendwithin the slot tournament game 2400. For example, a player may unlockthe ability to play pranks or tricks on a friend, reduce a friend'senergy recharge rate, place a cap on the maximum amount a player maywager on a spin, or set back the friend within the game (e.g., reducethe friend's tournament chips). An example of a trick or a prank that aplayer may play on a friend include causing the player to think he haswon a reward for a particular spin when, in fact, he has not (e.g., aplaying of a fake win animation). Other examples may include causing theuser interface for the slot tournament game 2400 to display falseinformation to the friend, such as false values for any of the datapresented to the friend via the user interface (e.g., time left, spinsleft, jackpot size, tournament chips of friends, and so on).

FIG. 25 is a screenshot illustrating an example embodiment of a userinterface for a blackjack challenge game 2500. The blackjack module 310may present the blackjack challenge game 2500 to a player on the gamenetworking system 120 b. For example, the blackjack module 310 maypresent the blackjack challenge game as a secondary game that the playercan play whenever the player has downtime in a primary game (e.g., ZyngaPoker). Thus, the blackjack module 310 may present the game as a sidebaror other secondary view with respect to the primary game. As with othergames, such as the 1-On-1 Poker game described above, the game combiningmodule 302 may select the blackjack challenge game 2500 for combining athe primary game based on various factors, such as a level ofinteractivity of the Blackjack challenge game 2500 in comparison to alevel of activity of the primary game, interests of the player (e.g.,whether the player prefers Blackjack over other games, such as 1-On-1Poker, Pai Gow, or slots, and so on.

In various embodiments, the blackjack challenge game 2500 may enable aplayer to play a particular number of hands (e.g., 10) against a robotdealer. The player initiating the game may specify the number of handsor the blackjack module 310 may determine the number of hands. Theblackjack module 310 may determine the number of hands based on variousfactors, such as historical information pertaining to player retention.For example, the blackjack module 310 may determine that the number ofhands will be 20 based on a determination that a greater number of handsis less likely to increase the activity levels of the players withrespect to the game networking system 1201). As with the other gamesdescribed above (e.g., the 1-On-1 Poker game), the player initiating thegame (the challenger) may specify a buy-in amount (e.g., in virtualcurrency) and the challengee may accept the buy-in amount proposed bythe challenger or agree to play the game for a lesser buy-in amount. Thebuy-in amount may be with respect virtual currency owned by each playerwith respect to the game networking system 120 b. Thus, the virtualcurrency of the buy-in amount may be separate from the tournament chipsprovided to each player to play the blackjack challenge game 2500.Additionally, the blackjack challenge game 2500 may have a time limit(e.g., 24 hours). Upon expiration of the time limit, the game may end.

The blackjack module 310 may determine the winner of the blackjackchallenge game 2500 based on a comparison of the total number oftournament chips (or score) that each player has after playing theparticular number of hands. The blackjack module 310 may deal the cardsto each player from a deck that is shuffled the same for each player,thereby eliminating some of the luck involved in the game (e.g., userscan't claim to have won nor lost based on the shuffle).

The user interface for the blackjack challenge game 2500 may enable aplayer to place a wager on a hand (e.g., prior to the dealing of thecards for the hand) using his tournament chips. In various embodiments,the player may place a bet on each hand. In other embodiments, theplayer may place an upfront bet and distribute it over a set ofblackjack hands before the set of blackjack hands are dealt, Theblackjack module 310 may depict the dealing of cards to the player orthe dealer (e.g., via an animation sequence). The blackjack module 310may present information pertaining to the player's hole cards and thedealer's hole cards via the user interface for the blackjack challengegame 2500. In various embodiments, the user interface for the blackjackchallenge game 2500 may display one or both of the dealer's hole cardsprior to the player performing any action (e.g., hitting or standing).In other embodiments, both of the dealer's hole cards may be hiddenuntil the player completes his turn.

The user interface for the blackjack challenge game 2500 may includeuser interface elements (e.g., “HIT ME” or “STAND” buttons) that enablethe player to perform actions such as requesting another card orstanding pat. Other actions may include splitting or doubling down. Theuser interface for the blackjack challenge game 2500 may presentinformation concerning the number of hands that have been dealt or thenumber of hands that are to be played by the player to complete the gameor a round of the game (e.g., “18/21”). The user interface for theblackjack game 2500 may also present information concerning an amount oftime remaining for the completion of the game, if a time limit has beenset. The user interface for the blackjack challenge game 2500 maypresent information pertaining to the amount of virtual currency atstake (e.g., “60,000,” which may be the sum of the buy-in amounts paidby each of the players of the game). The user interface for theblackjack challenge game 2500 may present information pertaining to theuser's current score (e.g., “4500”) or tournament chips.

The blackjack module 310 may enable the user to unlock the presentationof additional information via the user interface for the blackjackchallenge game 2500. For example, the blackjack module 310 may unlock anability for a player to see a score of one of his opponents bycompleting a round of the game. The blackjack module 310 may notify theuser of the ability to unlock the additional information via the userinterface for the blackjack challenge game 2500 (e.g., by displayinginformation about the opponent, such as a picture or name of theopponent, and a message that states “COMPLETE ROUND TO SEE HER SCORE.”)

The user interface for the blackjack challenge game 2500 may include alobby that is similar to a lobby for the 1-On-1 Poker game that isdescribed above with respect to 10A-10C. For example, the lobby for theblackjack challenge game 2500 may present information about a player'scurrent, past, or potential opponents. For example, the lobby my presentnames and pictures of current opponents, along with informationpertaining to an ongoing game between the player and the opponent (e.g.,“IN PROGRESS,” “YOUR TURN,” or “HER TURN.”) Or, for a potential newopponent, the lobby may present a player with an option to invite thepotential new opponent to play the game (e.g., a “SEND INVITE” button).The blackjack module 310 may select potential new opponents for a player(e.g., based on any of the criteria discussed above with respect toFIGS. 10A-10C). The lobby may present information pertaining to aplayer's score within a game or the player's winnings (e.g., of buy-inamounts).

FIG. 26 is a screenshot illustrating an example embodiment of a userinterface for a Pai Gow poker game 2600. The Pai Gow module 312 maypresent the Pai Gow poker game 2600 to a player on the game networkingsystem 120 b. For example, the Pai Gow module 312 may present the PaiGow poker game 2600 as a secondary game that the player can playwhenever the player has downtime in a primary game (e.g., Zynga Poker).Thus, the Pai Gow module 312 may present the Pai Gow game 2600 as asidebar or other secondary view with respect to the primary game. Aswith other games, such as the 1-On-1 Poker game described above, thegame combining module 302 may select the Pai Gow poker game 2600 forcombining with a primary game based on various factors, such as a levelof interactivity of the Pai Gow poker game 2600 in comparison to a levelof activity of the primary game, interests of the player (e.g., whetherthe player prefers Pai Gow over other games, such as 1-On-1 Poker,Blackjack, or slots), and so on.

The Pai Gow module 312 may implement the Pai Gow game 2600 as a variantof the 1-On-1 Poker game described above. For example, the userinterface for the Pai Gow poker game 2600 may include adapted forms ofthe screens described above with respect to the 1-On-1 Poker game suchthat they are applicable to a Pai Gow-style poker game instead of aTexas-Hold'Em-style poker game. As with the 1-On-1 poker game, a playermay challenge an opponent to a Pai Gow game via a lobby screen. The userinterface for the Pai Gow game 2600 may include an action screen thatincludes a user interface element (e.g., a “SPLIT” button) that enablesa player to structure a Pai Gow hand (e.g., create a five-card pokerhand and a two-card poker hand from seven cards dealt to the player).The user interface may enable to the player to structure multiple PaiGow hands as part of the initiation of the challenge.

The challengee may accept the challenge and wager a buy-in amount thatis equal to or less than the buy-in amount proposed by the challenger.The Pai Gow module 312 may present the challengee with an action screenfor structuring one more Pai Gow hands (e.g., corresponding to the PaiGow hands structured by the challenger as part of the challenge). Uponstructuring a hand by the challengee in response to a hand structured bythe challenger, the user interface for the Pai Gow game 2600 may presenta result of the hand. For example, the user interface for the Pai Gowpoker game 2600 may reveal a hand structured by the challengee and acorresponding hand structured by the challenger, The user interface forthe Pai Gow poker game 2600 may highlight the winning five-card hand andthe winning two-card hand. If a player wins both the five-card hand andthe two-card hand, the user interface for the Pai Gow poker game 2600may highlight the player as the winner of the hand (e.g., by updatingthe standings for a round to increase the number of wins for the playerby 1).

The Pai Gow module 2600 may specify a round as including a particularnumber of hands (e.g., 11). The user interface for the Pai Gow game 2600may present information identifying the current round (e.g., “ROUND 2”)or standings within the round (e.g., the number of hands won by thechallenger and the number of hands won by the challengee), The Pai Gowmodule 2600 may also specify a game as including a particular number ofrounds. Upon the completion of all of the rounds, the Pai Gow module2600 may award. the prize pool to the winner of the game. The Pai Gowmodule 2600 may determine the number of hands per round and the numberof rounds per game based on various factors. For example, the Pai Gowmodule 2600 may determine the number of hands or number of rounds basedon historical data in order to maximize activity levels of players withrespect to the game networking system 120 b, Or the Pai Gow module 2600may determine the number of hands or number of rounds based on inputfrom a player (e.g., a challenger).

The user interface for the Pai Gow poker game 2600 may include a userinterface element (e.g., a “MAKE MOVE” button) that enables a player tomove onto a next hand (e.g., in the same game or in a different game)after performing an action to complete a hand.

Game Interfaces

In various embodiments, a user 101 of a client system 2930 can use abrowser client (e.g., Firefox, Chrome, Internet Explorer, etc.) toaccess the online game over the Internet (or other suitable network).For example, the game interface 1200 illustrated in FIG. 12A may beautomatically generated and presented to the user in response to theuser visiting or accessing the game operator's website or athird-party's website from client system 130 with a browser client, Gamenetworking system 120 b can transmit data to client system 130, therebyallowing it to display game interface 1200, which is typically some typeof graphic user interface. For example, the webpage downloaded to clientsystem 130 may include an embedded call that causes client system 130 todownload an executable object, such as a Flash .SWF object, whichexecutes on client system 130 and renders the game within the context ofthe webpage. Other interface types are possible, such as server-siderendering and the like. Game interface 1200 is configured to receivesignals from the user 101 via client system 130. For example, the user101 can click on game interface 1200 or enter commands from a keyboardor other suitable input device. The game engine can respond to thesesignals to allow game play. The display of game interface 1200 canchange based on the output of the game engine, the input of the player,and other signals from game networking system 120 b and client system130.

The game interface 1200 can display various game components, such as thegame environment, options available to the player (e.g., in-gameactions, preferences, settings, etc.), game results, and so forth. Somecomponents of the game interface may be static, while others may bedynamic (e.g., changing with game play). The user may be able tointeract with some components (e.g., player character, NPCs, virtualobjects, etc.) and not interact with other components (e.g., thebackground of the virtual world, such as the virtual street orsidewalk). The user can engage in specific in-game actions or activitiesby providing input to game interface 1200.

The user can also click on various user interface elements in gameinterface 1200 to activate various game options. For example, if theuser clicks on one of the buttons in action bar 1200 to call, fold, orraise, the game engine will alter the game interface 1200 to show theresult of the action. For example, the player could click on the All-inbutton and the Raise button, causing the game engine to alter the gameinterface 1200 to show all of the player's chips moving toward thecenter of the table.

One skilled in the art would appreciate that FIG. 12A is presentedmerely as an example of an embodiment of one type of online game andthat the present disclosure is intended to encompass a variety of gametypes, including gambling games, rote-playing games, puzzle games, andthe like.

Data Flow

FIG. 28 is a block diagram illustrating an example data flow between thecomponents of system 2810, In particular embodiments, system 2810 caninclude client system 2830, social networking system 2820 a, and gamenetworking system 2820 b, The components of system 2810 can be connectedto each other in any suitable configuration, using any suitable type ofconnection. The components may be connected directly or over anysuitable network. Client system 2830, social networking system 2820 a,and game networking system 28201) can each have one or morecorresponding data stores such as local data store 2825, social datastore 2845, and game data store 2865, respectively. Social networkingsystem 2820 a and game networking system 2820 b can also have one ormore servers that can communicate with client system 2830 over anappropriate network. Social networking system 2820 a and game networkingsystem 2820 b can have, for example, one or more internet servers forcommunicating with client system 2830 via the Internet. Similarly,social networking system 2820 a and game networking system 2820 b canhave one or more mobile servers for communicating with client system2830 via a mobile network (e.g., GSM, PCS, Wi-Fi, WPAN, etc.). In someembodiments, one server may be able to communicate with client system2830 over both the Internet and a mobile network. in other embodiments,separate servers can be used.

Client system 2830 can receive and transmit data 2823 to and from gamenetworking system 2820 b. This data can include, for example, webpages,messages, game inputs, game displays, HTTP packets, data requests,transaction information, updates, and other suitable data. At some othertime, or at the same time, game networking system 2820 b can communicatedata 2843, 2847 (e.g., game state information, game system accountinformation, page info, messages, data requests, updates, etc.) withother networking systems, such as social networking system 2820 a (e.g.,Facebook, Myspace, etc.). Client system 2830 can also receive andtransmit data 527 to and from social networking system 2820 a. This datacan include, for example, webpages, messages, social graph information,social network displays, HTTP packets, data requests, transactioninformation, updates, and other suitable data.

Communication between client system 2830, social networking system 2820a, and game networking system 2820 b can occur over any appropriateelectronic communication medium or network using any suitablecommunications protocols. For example, client system 2830, as well asvarious servers of the systems described herein, may include TransportControl Protocol/Internet Protocol (TCP/IP) networking stacks to providefor datagram and transport functions. Of course, any other suitablenetwork and transport layer protocols can be utilized,

In addition, hosts or end-systems described herein may use a variety ofhigher layer communications protocols, including client-server (orrequest-response) protocols, such as the HyperText Transfer Protocol(HTTP and other communications protocols, such as HTTP-S, FTP, SNMP,TELNET, and a number of other protcols, may be used. In addition, aserver in one interaction context may be a client in another interactioncontext. In particular embodiments, the information transmitted betweenhosts may be formatted as HTML documents. Other structured documentlanguages or formats can be used, such as XML, and the like. Executablecode objects, such as JavaScript and ActionScript, can also be embeddedin the structured documents.

In some client-server protocols, such as the use of HTML over HTTP, aserver generally transmits a response to a request from a client. Theresponse may comprise one or more data objects. For example, theresponse may comprise a first data object, followed by subsequentlytransmitted data objects. In particular embodiments, a client requestmay cause a server to respond with a first data object, such as an HTMLpage, which itself refers to other data objects. A client application,such as a browser, will request these additional data objects as itparses or otherwise processes the first data object.

In particular embodiments, an instance of an online game can be storedas a set of game state parameters that characterize the state of variousin-game objects, such as, for example, player character stateparameters, non-player character parameters, and virtual itemparameters. In particular embodiments, game state is maintained in adatabase as a serialized, unstructured string of text data as aso-called Binary Large Object (BLOB). When a player accesses an onlinegame on game networking system 2820 b, the BLOB containing the gamestate for the instance corresponding to the player can be transmitted toclient system 2830 for use by a client-side executed object to process.In particular embodiments, the client-side executable may be aFlash-based game, which can de-serialize the game state data in theBLOB. As a player plays the game, the game logic implemented at clientsystem 2830 maintains and modifies the various game state parameterslocally. The client-side game logic may also batch game events, such asmouse clicks, and transmit these events to game networking system 2820b. Game networking system 2820 b may itself operate by retrieving a copyof the BLOB from a database or an intermediate memory cache (memcache)layer. Game networking system 2820 b can also de-serialize the BLOB toresolve the game state parameters and execute its own. game logic basedon the events in the batch file of events transmitted by the client tosynchronize the game state on the server side. Game networking system2820 b may then re-serialize the game state, now modified, into a BLOBand pass this to a memory cache layer for lazy updates to a persistentdatabase.

With a client-server environment in which the online games may run, oneserver system, such as game networking system 2820 b, may supportmultiple client systems 2830. At any given time, there may be multipleplayers at multiple client systems 2830 all playing the same onlinegame. In practice, the number of players playing the same game at thesame time may be very large. As the game progresses with each player,multiple players may provide different inputs to the online game attheir respective client systems 2830, and multiple client systems 2830may transmit multiple player inputs and/or game events to gamenetworking system 2820 b for further processing. In addition, multipleclient systems 2830 may transmit other types of application data to gamenetworking system 2820 b.

In particular embodiments, a computed-implemented game may be atext-based or turn-based game implemented as a series of web pages thatare generated after a player selects one or more actions to perform. Theweb pages may be displayed in a browser client executed on client system2830. As an example and not by way of limitation, a client applicationdownloaded to client system 2830 may operate to serve a set of webpagesto a player. As another example and not by way of limitation, acomputer-implemented game may be an animated or rendered game executableas a stand-alone application or within the context of a webpage or otherstructured document. In particular embodiments, the computer-implementedgame may be implemented using Adobe Flash-based technologies. As anexample and not by way of limitation, a game may be fully or partiallyimplemented as a SWF object that is embedded in a web page andexecutable by a Flash media player plug-in. In particular embodiments,one or more described webpages may be associated with or accessed bysocial networking system 2820 a. This disclosure contemplates using anysuitable application for the retrieval and rendering of structureddocuments hosted by any suitable network-addressable resource orwebsite.

Application event data of a game is any data relevant to the game (e.g.,player inputs). In particular embodiments, each application datum mayhave a name and a value, and the value of the application datum maychange (i.e., be updated) at any time, When an update to an applicationdatum occurs at client system 2830, either caused by an action of a gameplayer or by the game logic itself, client system 2830 may need toinform game networking system 2820 b of the update. For example, if thegame is a farming game with a harvest mechanic (such as ZyngaFarmVille), an event can correspond to a player clicking on a parcel ofland to harvest a crop. In such an instance, the application event datamay identify an event or action (e.g., harvest) and an object in thegame to which the event or action applies. For illustration purposes andnot by way of limitation, system 2810 is discussed in reference toupdating a multi-player online game hosted on a network-addressablesystem (such as, for example, social networking system 2820 a or gamenetworking system 2820 b), where an instance of the online game isexecuted remotely on a client system 2830, which then transmitsapplication event data to the hosting system such that the remote gameserver synchronizes the game state associated with the instance executedby the client system 2830.

In a particular embodiment, one or more objects of a game may berepresented as an Adobe Flash object. Flash may manipulate vector andraster graphics, and supports bidirectional streaming of audio andvideo. “Flash” may mean the authoring environment, the player, or theapplication files. In particular embodiments, client system 2830 mayinclude a Flash client. The Flash client may be configured to receiveand run Flash applications or game object codes from any suitablenetworking system (such as, for example, social networking system 520 aor game networking system 2820 b). In particular embodiments, the Flashclient may be run in a browser client executed on client system 2830. Aplayer can interact with Flash objects using client system 2830 and theFlash client. The Flash objects can represent a variety of in-gameobjects. Thus, the player may perform various in-game actions on variousin-game objects by making various changes and updates to the associatedFlash objects. In particular embodiments, in-game actions can beinitiated by clicking or similarly interacting with a Flash object thatrepresents a particular in-game object. For example, a player caninteract with a Flash object to use, move, rotate, delete, attack,shoot, or harvest an in-game object. This disclosure contemplatesperforming any suitable in-game action by interacting with any suitableFlash object. In particular embodiments, when the player makes a changeto a Flash object representing an in-game object, the client-executedgame logic may update one or more game state parameters associated withthe in-game object. To ensure synchronization between the Flash objectshown to the player at client. system 2830, the Flash client may sendthe events that caused the game state changes to the in-game object togame networking system 2820 b. However, to expedite the processing andhence the speed of the overall gaming experience, the Flash client maycollect a batch of some number of events or updates into a batch file.The number of events or updates may be determined by the Flash clientdynamically or determined by game networking system 2820 b based onserver toads or other factors. For example, client system 2830 may senda batch file to game networking system 2820 b whenever 50 updates havebeen collected or after a threshold period of time, such as everyminute.

As used herein, the term “application event data” may refer to any datarelevant to a computer-implemented game application that may affect oneor more game state parameters, including, for example and withoutlimitation, changes to player data or metadata, changes to player socialconnections or contacts, player inputs to the game, and events generatedby the game logic. In particular embodiments, each application datum mayhave a name and a value. The value of an application datum may change atany time in response to the game play of a player or in response to thegame engine (e.g., based on the game logic). In particular embodiments,an application data update occurs when the value of a specificapplication datum is changed. In particular embodiments, eachapplication event datum may include an action or event name and a value(such as an object identifier). Thus, each application datum may berepresented as a name-value pair in the batch file. The batch file mayinclude a collection of name-value pairs representing the applicationdata that have been updated at client system 2830. In particularembodiments, the batch file may be a text file and the name-value pairsmay be in string format.

In particular embodiments, when a player plays an online game on clientsystem 2830, game networking system 2820 b may serialize all thegame-related data, including, for example and without limitation, gamestates, game events, and user inputs, for this particular user and thisparticular game into a BLOB and stores the BLOB in a database. The BLOBmay be associated with an identifier that indicates that the BLOBcontains the serialized game-related data for a particular player and aparticular online game. It particular embodiments, while a player is notplaying the online game, the corresponding BLOB may be stored in thedatabase. This enables a player to stop playing the game at any timewithout losing the current state of the game the player is in. When aplayer resumes playing the game next time, game networking system 2820 bmay retrieve the corresponding BLOB from the database to determine themost-recent values of the game-related data. in particular embodiments,while a player is playing the online game, game networking system 2820 bmay also load the corresponding BLOB into a memory cache so that thegame system may have faster access to the BLOB and the game-related datacontained therein.

Systems and Methods

In particular embodiments, one or more described webpages may beassociated with a networking system or networking service. However,alternate embodiments may have application to the retrieval andrendering of structured documents hosted by any type of networkaddressable resource or web site. Additionally, as used herein, a usermay be an individual, a group, or an entity such as a business or thirdparty application).

Particular embodiments may operate in a wide area network environment,such as the Internet, including multiple network addressable systems.FIG. 29 is a block diagram illustrating an example network environment2910, in which various example embodiments may operate. Network cloud2960 generally represent one or more interconnected networks, over whichthe systems and hosts described herein can communicate. Network cloud2960 may include packet-based WANs (such as the Internet), privatenetworks, wireless networks, satellite networks, cellular networks,paging networks, and the like. As FIG. 29 illustrates, particularembodiments may operate in a network environment comprising one or morenetworking systems, such as social networking system 2920 a, gamenetworking system 2920 b, and one or more client systems 2930. Thecomponents of social networking system 2920 a and game networking system2920 b operate analogously; as such, hereinafter they may be referred tosimply as networking system 2920. Client systems 2930 are operablyconnected to the network environment via a network service provider, awireless carrier, or any other suitable means.

Networking system 2920 is a network addressable system that, in variousexample embodiments, comprises one or more physical servers 2922 anddata stores 2924. The one or more physical servers 2922 are operablyconnected to computer network 2960 via, by way of example, a set ofrouters and/or networking switches 2926, In an example embodiment, thefunctionality hosted by the one or more physical servers 2922 mayinclude web or HTTP servers, FTP servers, application servers, as wellas, without limitation, webpages and applications implemented usingCommon Gateway Interface (CGI) script, PHP Hyper-text Preprocessor(PHP), Active Server Pages (ASP), HTML, XML, Java, JavaScript,Asynchronous JavaScript and XML (AJAX), Flash, ActionScript, and thelike.

Physical servers 2922 may host functionality directed to the operationsof networking system 2920. Hereinafter servers 2922 may be referred toas server 2922, although server 2922 may include numerous servershosting, for example, networking system 2920, as well as other contentdistribution servers, data stores, and databases. Data store 2924 maystore content and data relating to, and enabling, operation ofnetworking system 2920 as digital data objects. A data object, inparticular embodiments, is an item of digital information typicallystored or embodied in a data file, database, or record. Content objectsmay take many forms, including: text (e.g., ASCII, SGML, HTML), images(e.g., jpeg, tif and git), graphics (vector-based or bitmap), audio,video (e.g., mpeg), or other multimedia, and combinations thereof.Content object data may also include executable code objects (e.g.,games executable within a browser window or frame), podcasts, etc.Logically, data store 2924 corresponds to one or more of a. variety ofseparate and integrated databases, such as relational databases andobject-oriented databases, that maintain information as an integratedcollection of logically related records or files stored on one or morephysical systems. Structurally, data store 2924 may generally includeone or more of a large class of data storage and management systems. inparticular embodiments, data store 2924 may be implemented by anysuitable physical system(s) including components, such as one or moredatabase servers, mass storage media, media library systems, storagearea networks, data storage clouds, and the like. In one exampleembodiment, data store 2924 includes one or more servers, databases(e.g., MySQL), and/or data warehouses. Data store 2924 may include dataassociated with different networking system 2920 users and/or clientsystems 2930.

Client system 2930 is generally a computer or computing device includingfunctionality for communicating (e.g., remotely) over a computernetwork. Client system 2930 may be a desktop computer, laptop computer,personal digital assistant (PDA), in or out-of-car navigation system,smart. phone or other cellular or mobile phone, or mobile gaming device,among other suitable computing devices. Client system 2930 may executeone or more client applications, such as a web browser e.g., MicrosoftInternet Explorer, Mozilla Firefox, Apple Safari, Google Chrome, andOpera), to access and view content over a computer network. Inparticular embodiments, the client applications allow a user of clientsystem 2930 to enter addresses of specific network resources to beretrieved, such as resources hosted by networking system 2920. Theseaddresses can be Uniform Resource Locators (URLs) and the like. Inaddition, once a page or other resource has been retrieved, the clientapplications may provide access to other pages or records when the user“clicks” on hyperlinks to other resources. By way of example, suchhyperlinks may be located within the webpages and provide an automatedway for the user to enter the U of another page and to retrieve thatpage.

A webpage or resource embedded within a webpage, which may itselfinclude multiple embedded resources, may include data records, such asplain textual information, or more complex digitally encoded multimediacontent, such as software programs or other code objects, graphics,images, audio signals, videos, and so forth. One prevalent markuplanguage for creating webpages is HTML. Other common webbrowser-supported languages and technologies include XML ExtensibleHypertext Markup Language (XHTML), JavaScript, Flash, ActionScript,Cascading Style Sheet (CSS), and, frequently, Java. By way of example,HTML enables a page developer to create a structured document bydenoting structural semantics for text and links, as well as images, webapplications, and other objects that can be embedded within the page.Generally, a webpage may be delivered to a client as a static document;however, through the use of web elements embedded in the page, aninteractive experience may be achieved with the page or a sequence ofpages. During a user session at the client, the web browser interpretsand displays the pages and associated resources received or retrievedfrom the website hosting the page, as well as, potentially, resourcesfrom other websites.

When a user at a client system 2930 desires to view a particular webpage(hereinafter also referred to as a target structured document) hosted bynetworking system 2920, the user's web browser, or other documentrendering engine or suitable client application, formulates andtransmits a request to networking system 2920. The request generallyincludes a URL or other document identifier as well as metadata or otherinformation. By way of example, the request may include informationidentifying the user, such as a user identifier OM as well asinformation identifying or characterizing the web browser or operatingsystem running on the user's client computing device 2930. The requestmay also include location information identifying a geographic locationof the user's client system or a logical network location of the user'sclient system. The request may also include a timestamp identifying whenthe request was transmitted.

Although the example network environment 2910 described above and.illustrated in FIG. 29 described with respect to social networkingsystem 2920 a and game networking system 2920 b, this disclosureencompasses any suitable network environment using any suitable systems.As an example and not by way of limitation, the network environment mayinclude online media systems, online reviewing systems, online searchengines, online advertising systems, or any combination of two or moresuch systems.

FIG. 30 is a block diagram illustrating an example computing systemarchitecture, which may be used to implement a server 2922 or a clientsystem 2930. in one embodiment, hardware system 3010 comprises aprocessor 3002, a cache memory 3004, and one or more executable modulesand drivers, stored on a tangible computer readable medium, directed tothe functions described herein. Additionally, hardware system 3010 mayinclude a high performance input/output (I/O) bus 3006 and a standardI/O bus 3008. A host bridge 3011 may couple processor 3002 to highperformance I/O bus 706, whereas I/O bus bridge 3012 couples the twobuses 3006 and 3008 to each other. A system memory 3014 and one or morenetwork/communication interfaces 3016 may couple to bus 3006. Hardwaresystem 3010 may further include video memory (not shown) and a displaydevice coupled to the video memory. Mass storage 3018 and I/O ports 3020may couple to bus 3008. Hardware system 3010 may optionally include akeyboard, a pointing device, and a display device (not shown) coupled tobus 3008. Collectively, these elements are intended to represent a broadcategory of computer hardware systems, including but not limited togeneral purpose computer systems based on the x86-compatible processorsmanufactured by Intel Corporation of Santa Clara, Calif., and thex86-compatible processors manufactured by Advanced Micro Devices (AMD),of Sunnyvale, Calif., as well as any other suitable processor.

The elements of hardware system 3010 are described in greater detailbelow. In particular, network interface 3016 provides communicationbetween hardware system 3010 and any of a wide range of networks, suchas an Ethernet (e.g., IEEE 802.3) network, a backplane, and so forth.Mass storage 3018 provides permanent storage for the data andprogramming instructions to perform the above-described functionsimplemented in servers 2922, whereas system memory 3014 DRAM) providestemporary storage for the data and programming instructions whenexecuted by processor 3002. I/O ports 3020 are one or more serial and/orparallel communication ports that provide communication betweenadditional peripheral devices, which may be coupled to hardware system3010.

Hardware system 3010 may include a variety of system architectures andvarious components of hardware system 3010 may be rearranged. Forexample, cache 3004 may be on-chip with processor 3002. Alternatively,cache 3004 and processor 3002 may be packed together as a “processormodule,” with processor 3002 being referred to as the “processor core.”Furthermore, certain embodiments of the present disclosure may notrequire nor include all of the above components. For example, theperipheral devices shown coupled to standard I/O bus 3008 may couple tohigh performance I/O bus 3006. In addition, in some embodiments, only asingle bus may exist, with the components of hardware system 3010 beingcoupled to the single bus. Furthermore, hardware system 3010 may includeadditional components, such as additional processors, storage devices,or memories.

An operating system manages and controls the operation of hardwaresystem 3010, including the input and output of data to and from softwareapplications (not shown). The operating system provides an interfacebetween the software applications being executed on the system and thehardware components of the system. Any suitable operating system may beused, such as the LINUX Operating System, the Apple Macintosh OperatingSystem, available from Apple Computer Inc. of Cupertino, Calif., UNIXoperating systems, Microsoft® Windows® operating systems, BSD operatingsystems, and the like. Of course, other embodiments are possible. Forexample, the functions described herein may be implemented in firmwareor on an application-specific integrated circuit. Furthermore, theabove-described elements and operations can be comprised of instructionsthat are stored on non-transitory storage media. The instructions can beretrieved and executed by a processing system. Some examples ofinstructions are software, program code, and firmware. Some examples ofnon-transitory storage media are memory devices, tape, disks, integratedcircuits, and servers, The instructions are operational when executed bythe processing system to direct the processing system to operate inaccord with the disclosure. The term “processing system” refers to asingle processing device or a group of inter-operational processingdevices. Some examples of processing devices are integrated circuits andlogic circuitry. Those skilled in the art are familiar withinstructions, computers, and storage media.

Miscellaneous

One or more features from any embodiment may be combined with one ormore features of any other embodiment without departing from the scopeof the disclosure.

A recitation of “a”, “an,” or “the” is intended to mean “one or more”unless specifically indicated to the contrary. In addition, it is to beunderstood that functional operations, such as “awarding,” “locating,”“permitting” and the like, are executed by game application logic thataccesses, and/or causes changes to, various data attribute valuesmaintained in a database or other memory.

The present disclosure encompasses all changes, substitutions,variations, alterations, and modifications to the example embodimentsherein that a person having ordinary skill in the art would comprehend.Similarly, where appropriate, the appended claims encompass all changes,substitutions, variations, alterations, and modifications to the exampleembodiments herein that a person having ordinary skill in the art wouldcomprehend.

For example, the methods, game features and game mechanics describedherein may be implemented using hardware components, softwarecomponents, and/or any combination thereof. By way of example, whileembodiments of the present disclosure have been described as operatingin connection with a networking website, various embodiments of thepresent disclosure can be used in connection with any communicationsfacility that supports web applications. Furthermore, in someembodiments the term “web service” and “website” may be usedinterchangeably and additionally may refer to a custom or generalizedAPI on a device, such as a mobile device cellular phone, smart phone,personal GPS, PDA, personal gaming device, etc.), that makes API callsdirectly to a server. Still further, white the embodiments describedabove operate with respect to a poker game, the embodiments can beapplied to any game that includes multiple players. The specificationand drawings are, accordingly, to be regarded in an illustrative ratherthan a restrictive sense. It will, however, be evident that variousmodifications and changes may be made thereunto without departing fromthe broader spirit and scope of the disclosure as set forth in theclaims and that the disclosure is intended to cover all modificationsand equivalents within the scope of the following claims.

1. A computer-implemented method comprising: receiving a request forinformation about an online game currently being played by a firstplayer and a second player; determining, with one or more processors, aprevious online game that was previously played by the first player andthe second player; and generating a chat transcript pertaining to theonline game in response to the request for the information, the chattranscript spanning from the online game currently being played by thefirst player and the second player to the previous online game that waspreviously played by the first player and the second player.
 2. Thecomputer-implemented method of claim 1, wherein the previous online gamethat was previously played by the first player and the second player isof the same type as the online game currently being played by the firstplayer and the second player.
 3. The computer-implemented method ofclaim 1, wherein the chat transcript comprises messages enteredautomatically on behalf of the first and second player and messagesentered manually by the first and second player.
 4. Thecomputer-implemented method of claim 1, wherein that chat transcriptcomprises a header that provides a context of messages included in thechat transcript after the header.
 5. The computer-implemented method ofclaim 4, wherein the header comprises information pertaining to a stageof the game.
 6. The computer-implemented method of claim 5, wherein theonline game is a card game and the information includes a hand of thecard game.
 7. The computer-implemented method of claim 5, wherein theonline game includes a posting of a blind and the information includesan amount of the blind.
 8. A system comprising: a processor-implementedmessaging module configured to: receive a request for information aboutan online game currently being played by a first player and a secondplayer; determine a previous online game that was previously played bythe first player and the second player; and generate a chat transcriptpertaining to the online game in response to the request for theinformation, the chat transcript spanning from the online game currentlybeing played by the first player and the second player to the previousonline game that was previously played by the first player and thesecond player.
 9. The system of claim 8, wherein the online game thatwas previously played by the first player and the second player is ofthe same type as the game currently being played by the first player andthe second player.
 10. The system of claim 8, wherein the chattranscript pertaining to the online game is configured to includemessages entered automatically on behalf of the player and messagesentered manually by the player.
 11. The system of claim 8, wherein thechat transcript comprises a header that provides a context of messagesincluded in the chat transcript after the header.
 12. The system ofclaim 11, wherein the header includes information pertaining to a stageof the online game.
 13. The system of claim 12, wherein the online gameis a card game and the information includes a hand of the card game. 14.The system of claim 12, wherein the online game includes a posting of ablind and the information includes an amount of the blind.
 15. Anon-transitory machine readable storage medium storing a set ofinstructions that, when executed by at least one processor, causes theat least one processor to perform operations, the operations comprising:receiving a request for information about an online game currently beingplayed by a first player and a second player; determining a previousonline game that was previously played by the first player and thesecond player; and generating a chat transcript pertaining to the onlinegame in response to the request for the information, the chat transcriptspanning from the online game currently being played by the first playerand the second player to the previous online game that was previouslyplayed by the first player and the second player.
 16. The non-transitorymachine readable storage medium of claim 15, wherein the previous onlinegame that was previously played by the first player and the secondplayer is of the same type as the online game currently being played bythe first player and the second player.
 17. The non-transitory machinereadable storage medium of claim 15, wherein the chat transcriptcomprises messages entered automatically on behalf of the first andsecond player and messages entered manually by the first and secondplayer.
 18. The non-transitory machine readable storage medium of claim15, wherein that chat transcript comprises a header that provides acontext of messages included in the chat transcript after the header.19. The non-transitory machine readable storage medium of claim 18,wherein the header comprises information pertaining to a stage of theonline game.
 20. The non-transitory machine readable storage medium ofclaim 19, wherein the online game includes a posting of a blind and theinformation includes an amount of the blind.